void Start() { m_StateSpawn = new Boss01StateSpawn(this); m_StateAttack = new Boss01StateAttack(this); m_StateChangeAttack = new Boss01StateChangeAttack(this); m_StateRandomiseBehaviour = new Boss01StateRandomiseBehaviour(this); m_StateMove = new Boss01StateMove(this); distanceController = GameObject.Find("_DistanceController").GetComponent <DistanceController>(); ChangeState(eBossState.Spawn); }
public void ChangeState(eBossState _newState) //change the current state to the selected state { switch (_newState) { case eBossState.Spawn: m_CurrentState = m_StateSpawn; break; case eBossState.ChangeAttack: m_CurrentState = m_StateChangeAttack; break; case eBossState.RandomiseBehaviour: m_CurrentState = m_StateRandomiseBehaviour; break; case eBossState.Attack: m_CurrentState = m_StateAttack; break; case eBossState.Move: m_CurrentState = m_StateMove; break; } Debug.Log(m_CurrentState); m_CurrentState.Enter(); }