public abstract float GetWeight(BasicEnemy enemy, int numSteerables);
public abstract Vector2 GetSteering(BasicEnemy enemy, Vector2 currentSteering);
public virtual void OnLeaveState(BasicEnemy enemy) { }
public virtual void DoState(BasicEnemy enemy, List <SteeringEffect> steerings, CharacterController2D controller, List <Effect> effects) { enemy.ChangeToDefaultState(); }
public virtual void OnEnterState(BasicEnemy enemy) { }
public virtual float GetChanceForState(BasicEnemy enemy) { return(0); }