public override void Start() { base.Start(); moveState = new E1_MoveState(stateMachine, this, "move", moveStateData, this); idleState = new E1_IdleState(stateMachine, this, "idle", idleStateData, this); playerDetectedState = new E1_PlayerDetectedState(stateMachine, this, "playerDetected", playerDetectedData, this); chargeState = new E1_ChargeState(stateMachine, this, "charge", chargeStateData, this); lookForPlayerState = new E1_LookForPlayerState(stateMachine, this, "lookForPlayer", lookForPlayerData, this); meleeAttackState = new E1_MeleeAttackState(stateMachine, this, "meleeAttack", meleeAttackPosition, meleeAttackStateData, this); stunState = new E1_StunState(stateMachine, this, "stun", stunStateData, this); deadState = new E1_DeadState(stateMachine, this, "dead", deadStateData, this); stateMachine.Initialize(moveState); }
protected override void Start() { base.Start(); idleState = new E1_IdleState(stateMachine, this, "idle", idleStateData, this); walkState = new E1_WalkState(stateMachine, this, "walk", walkStateData, this); chargeState = new E1_ChargeState(stateMachine, this, "charge", chargetStateData, this); detectPlayerState = new E1_DetectPlayerState(stateMachine, this, "detectPlayer", detectPlayerStateData, this); lookForPlayerState = new E1_LookForPlayerState(stateMachine, this, "lookForPlayer", lookForPlayerStateData, this); meleeAttackState = new E1_MeleeAttackState(stateMachine, this, "meleeAttack", meleeAttackStateData, hitBoxPoint, this); stunState = new E1_StunState(stateMachine, this, "stun", stunStateData, this); deadState = new E1_DeadState(stateMachine, this, "dead", deadStateData, this); stateMachine.Initialize(walkState); }