void NextState() { switch (m_State) { case BLUE_SLIME_STATE.Up: m_State = BLUE_SLIME_STATE.PauseOne; break; case BLUE_SLIME_STATE.PauseOne: m_State = BLUE_SLIME_STATE.Down; break; case BLUE_SLIME_STATE.Down: m_State = BLUE_SLIME_STATE.PauseTwo; break; case BLUE_SLIME_STATE.PauseTwo: m_State = BLUE_SLIME_STATE.Up; break; default: m_State = BLUE_SLIME_STATE.Invalid; break; } }
protected override void StartEnemy() { m_State = BLUE_SLIME_STATE.Up; BeatMaster.instance.SubscribeToBeat(GetComponent <IBeat>()); }