Esempio n. 1
0
    public void Healing(EnemyStatement oldState, EnemyStatement newState)
    {
        if (newState != EnemyStatement.Healing)
        {
            return;
        }

        //Do Healing actions
        myEnemy.Healing();
    }
Esempio n. 2
0
    public void Escaping(EnemyStatement oldState, EnemyStatement newState)
    {
        if (newState != EnemyStatement.Escaping)
        {
            return;
        }

        //Do Escaping actions
        myEnemy.Escaping(escapingPoint);
    }
Esempio n. 3
0
    public void Patroling(EnemyStatement oldState, EnemyStatement newState)
    {
        if (newState != EnemyStatement.Patroling)
        {
            return;
        }

        //Do patroling actions
        myEnemy.Patroling();
    }
Esempio n. 4
0
    public void ChangeEnemyStatement(EnemyStatement newStatement)
    {
        EnemyStatement oldStatement = currentStatement;

        currentStatement = newStatement;
        Debug.Log("Enemy statement was changed: " + oldStatement + "->" + newStatement);
        if (OnStatementWasChanged != null)
        {
            OnStatementWasChanged(oldStatement, newStatement);
        }
    }
Esempio n. 5
0
    public void Attack(EnemyStatement oldState, EnemyStatement newState)
    {
        if (newState != EnemyStatement.Attacking)
        {
            return;
        }

        //Do attack actions
        EnemyStatement newStatement = myEnemy.Attack();

        myEnemy.ChangeEnemyStatement(newStatement);
    }
Esempio n. 6
0
    public void Chaising(EnemyStatement oldState, EnemyStatement newState)
    {
        if (newState != EnemyStatement.Chaising)
        {
            return;
        }

        playerController.OnChangedPlayerPosition += myEnemy.Chaising;

        //Do Chaising actions
        myEnemy.Chaising();
    }