public IState DoState(SlimeStateMachine stateMachine) { if (!stateMachine.GetIsDieAnim()) { DoDeathState(stateMachine); } return(this); }
public IState DoState(SlimeStateMachine stateMachine) { DoPursuit(stateMachine); if (stateMachine.enemy.conditions.isAttackRange) { return(stateMachine.attackState); } else if (stateMachine.enemy.conditions.isHitten) { return(stateMachine.getHitState); } else if (stateMachine.enemy.conditions.isDead) { return(stateMachine.deathState); } else { return(stateMachine.pursuitState); } }
public IState DoState(SlimeStateMachine stateMachine) { DoWait(stateMachine); if (stateMachine.enemy.conditions.isWait) { return(this); } else if (stateMachine.enemy.conditions.isAttacking) { return(stateMachine.attackState); } else if (stateMachine.enemy.conditions.isHitten) { return(stateMachine.getHitState); } else { return(stateMachine.pursuitState); } }