private void Awake() { detectedState = new DetectedStateRanged(this); alertState = new AlertStateRanged(this); patrolState = new PatrolStateRanged(this); attackState = new AttackStateRanged(this); retreatState = new RetreatStateRanged(this); attackState.Start(); // note to self:: Call start on states that needs to be init m_sphereCol = GetComponent <SphereCollider>(); navMeshAgent = GetComponent <NavMeshAgent>(); weaponSwingRenderer = GetComponent <LineRenderer>(); }
public AttackAimTowardsRange(StatePatternEnemyRanged statePatternEnemy, AttackStateRanged p_attackState) { enemy = statePatternEnemy; attackState = p_attackState; }
public AttackDownTimeRanged(StatePatternEnemyRanged statePatternEnemy, AttackStateRanged p_attackState) { enemy = statePatternEnemy; attackState = p_attackState; }
public AttackWindUpRanged(StatePatternEnemyRanged statePatternEnemy, AttackStateRanged p_attackState) { enemy = statePatternEnemy; attackState = p_attackState; }
public AttackOnGoingRanged(StatePatternEnemyRanged statePatternEnemy, AttackStateRanged p_attackState) { enemy = statePatternEnemy; attackState = p_attackState; }