Esempio n. 1
0
 public override void Execute(EnemyManager obj)
 {
     // The loop function during the alert state
     obj.Alert();
     // if the enemy die
     if (obj.IsDead())
     {
         obj.GetFSM().ChangeState(State_Enemy_Die.Instantiate());
     }
     // If the player die
     if (!obj.CanMove())
     {
         obj.GetFSM().ChangeState(State_Enemy_Idle.Instantiate());
     }
     // If the player is in the range
     if (obj.CanAttack())
     {
         obj.GetFSM().ChangeState(State_Enemy_UseSkill.Instantiate());
     }
     // If the player is out of the range for a dwell time
     if (!obj.CanContinueAlerted())
     {
         obj.GetFSM().ChangeState(State_Enemy_Move.Instantiate());
     }
 }
Esempio n. 2
0
 public static State_Enemy_UseSkill Instantiate()
 {
     if (instance == null)
     {
         instance = new State_Enemy_UseSkill();
     }
     return(instance);
 }