protected override void Awake() { base.Awake(); paramManager = GetComponent <ParamManager>(); spawn = this; spawnState = new PatrolStateS(spawn, false); }
public void SetSpawnState(SpawnBaseState newState) { if (spawnState != null) { spawnState.ExitRoutine(spawnState); } spawnState = newState; }
protected virtual void OnTriggerExit(Collider other) { if (other.gameObject.tag == "Barrier") { spawnState = new PushedStateS(spawn, false); ShieldEffect se = other.gameObject.GetComponent <ShieldEffect>(); if (se) { se.ContactEffect(transform.position); } return; } }
public override void ExitRoutine(SpawnBaseState state) { }
public virtual void ExitRoutine(SpawnBaseState state) { }