protected override void Awake() { base.Awake(); m_entityStateManager = gameObject.GetComponent <EntityStateManager>(); m_entityStateManager.SetEntity(this); m_entityStateManager.SetCurrentState <IdleEntityState>(); Finder.GetEntityManager().AddUnderling(this); }
public void SetCurrentState <TState>() where TState : EntityState, new() { m_entityStateManager.SetCurrentState <TState>(); }