EnemyState IFactory <EnemyState> .Create() { return(StateBinder.Bind(_container) .Enter <EnemyStatePatrol_Enter>() .Turn <EnemyStatePatrol_Turn>() .Make <EnemyState_Patrol>()); }
State IFactory <State> .Create() { return(StateBinder.Bind(_container) .Enter <PlayerStateBlock_Enter>() .Update <PlayerStateBlock_Update>() .Make <PlayerState_Block>()); }
EnemyState IFactory <EnemyState> .Create() { return(StateBinder.Bind(_container) .Enter <EnemyState_FindAndMove>() .Turn <EnemyState_FindAndMove>() .Make <EnemyState_Idle>()); }
EnemyState IFactory <EnemyState> .Create() { return(StateBinder.Bind(_container) .Enter <EnemyStateMoveToTarget_Enter>() .Exit <EnemyStateMoveToTarget_Exit>() .Turn <EnemyStateMoveToTarget_Turn>() .Shield <TitanShield>() .Make <EnemyState_MoveToTarget>()); }
EnemyState IFactory <EnemyState> .Create() { return(StateBinder.Bind(_container) .Enter <EnemyStateKill_Enter>() .Make <EnemyState_Kill>()); }
State IFactory <State> .Create() { return(StateBinder.Bind(_container) .Enter <PlayerStateDie_Enter>() .Make <PlayerState_Die>()); }
State IFactory <State> .Create() { return(StateBinder.Bind(_container) .Enter <PlayerStateMove_Enter>(typeof(BreakStepOnFloor)) .Make <PlayerState_Move>()); }
State IFactory <State> .Create() { return(StateBinder.Bind(_container) .Update <PlayerStateIdle_Update>() .Make <PlayerState_Idle>()); }