void Start() { m_StateSpawn = new AimedStateSpawn(this); m_StateCreateMuzzle = new AimedStateCreateMuzzle(this); m_StateAttack = new AimedStateAttack(this); m_StateRetreat = new AimedStateRetreat(this); m_StateDeleteEntity = new AimedStateDeleteEntity(this); Aimed = GameObject.Find("Aimed"); enemyProp = Aimed.GetComponent<EnemyProperties>(); ChangeState(eAimedState.Spawn); }
public void ChangeState(eAimedState _newState) { switch (_newState) { case eAimedState.Spawn: m_CurrentState = m_StateSpawn; break; case eAimedState.CreateMuzzle: m_CurrentState = m_StateCreateMuzzle; break; case eAimedState.Attack: m_CurrentState = m_StateAttack; break; case eAimedState.Retreat: m_CurrentState = m_StateRetreat; break; case eAimedState.DeleteEntity: m_CurrentState = m_StateDeleteEntity; break; } m_CurrentState.Enter(); }
void Start() { m_StateSpawn = new AimedStateSpawn(this); m_StateCreateMuzzle = new AimedStateCreateMuzzle(this); m_StateAttack = new AimedStateAttack(this); m_StateRetreat = new AimedStateRetreat(this); m_StateDeleteEntity = new AimedStateDeleteEntity(this); Aimed = GameObject.Find("Aimed"); enemyProp = Aimed.GetComponent <EnemyProperties>(); ChangeState(eAimedState.Spawn); }
public void ChangeState(eAimedState _newState) { switch (_newState) { case eAimedState.Spawn: m_CurrentState = m_StateSpawn; break; case eAimedState.CreateMuzzle: m_CurrentState = m_StateCreateMuzzle; break; case eAimedState.Attack: m_CurrentState = m_StateAttack; break; case eAimedState.Retreat: m_CurrentState = m_StateRetreat; break; case eAimedState.DeleteEntity: m_CurrentState = m_StateDeleteEntity; break; } m_CurrentState.Enter(); }