void UpdateServer() { switch (m_status) { case (int)GhostStateID.MAIN: m_ghostMain.m_pStateMachine.ChangeState(CGhostState_Main.Instance()); break; case (int)GhostStateID.ATK: m_ghostMain.m_pStateMachine.ChangeState(CGhostState_Atk.Instance()); break; case (int)GhostStateID.AVATAR: m_ghostMain.m_pStateMachine.ChangeState(CGhostState_Avatar.Instance()); break; case (int)GhostStateID.DASH: m_ghostMain.m_pStateMachine.ChangeState(CGhostState_Dash.Instance()); break; case (int)GhostStateID.MOVE: m_ghostMain.m_pStateMachine.ChangeState(CGhostState_Move.Instance()); break; case (int)GhostStateID.SLOW: m_ghostMain.m_pStateMachine.ChangeState(CGhostState_Slow.Instance()); break; case (int)GhostStateID.STAN: m_ghostMain.m_pStateMachine.ChangeState(CGhostState_Stan.Instance()); break; case (int)GhostStateID.WAIT: m_ghostMain.m_pStateMachine.ChangeState(CGhostState_Wait.Instance()); break; } }
void OnAttackFlg() { m_ghostMain.m_pStateMachine.ChangeState(CGhostState_Atk.Instance(), m_ghostMain.m_pStateMachine.CurrentState().IsEnd); }