public override void Start() { base.Start(); idleState = new Skeleton_IdleState(stateMachine, this, "idle", idleStateData, this); walkState = new Skeleton_WalkState(stateMachine, this, "walk", walkStateData, this); chasePlayerState = new Skeleton_ChasePlayerState(stateMachine, this, "run", chasePlayerStateData, this); walkState = new Skeleton_WalkState(stateMachine, this, "walk", walkStateData, this); attackState = new Skeleton_AttackState(stateMachine, this, "attack", this); dieState = new Skeleton_DieState(stateMachine, this, "die", this); respownState = idleState; stateMachine.Initialize(walkState); }
public override void Start() { base.Start(); moveState = new Skeleton_MoveState(this, stateMachine, "move", moveStateData, this); idleState = new Skeleton_IdleState(this, stateMachine, "idle", idleStateData, this); playerDetectedState = new Skeleton_PlayerDetectedState(this, stateMachine, "playerDetected", playerDetectedData, this); chargeState = new Skeleton_ChargeState(this, stateMachine, "charge", chargeStateData, this); lookForPlayerState = new Skeleton_LookForPlayerState(this, stateMachine, "lookForPlayer", lookForPlayerStateData, this); meleeAttackState = new Skeleton_MeleeAttackState(this, stateMachine, "meleeAttack", meleeAttackPosition, meleeAttackStateData, this); stunState = new Skeleton_StunState(this, stateMachine, "stun", stunStateData, this); deadState = new Skeleton_DeadState(this, stateMachine, "dead", deadStateData, this); stateMachine.Initialize(moveState); }