public override void Enter(ref Enemy_Main gameobject) { if (gameobject.target_ == null) { gameobject.state_machine_.ChangeState(new Idle()); } }
public override void Execute(ref Enemy_Main gameobject) { GameObject game_object = GameObject.Find("Player 1"); if (game_object != null) { gameobject.target_ = game_object; gameobject.state_machine_.ChangeState(new Chase()); } }
public override void Execute(ref Enemy_Main gameobject) { if (gameobject.target_ != null) { } }
public override void Exit(ref Enemy_Main gameobject) { }
public abstract void Exit(ref Enemy_Main gameobject);
public abstract void Execute(ref Enemy_Main gameobject);
public override void Enter(ref Enemy_Main gameobject) { Debug.Log("idle state entered"); }
public abstract void Enter(ref Enemy_Main gameobject);
public StateMachine(Enemy_Main owner) { owner_ = owner; current_state_ = new Idle(); }