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 Update() { m_CurrentState.Enter(); }