public override void Start() { base.Start(); moveState = new E1_MoveState(this, stateMachine, "move", moveStateData, this); idleState = new E1_IdleState(this, stateMachine, "idle", idleStateData, this); stateMachine.Initialise(moveState); }
public override void Start() { base.Start(); moveState = new E1_MoveState(this, stateMachine, "move", moveStateData, this); idleState = new E1_IdleState(this, stateMachine, "idle", idleStateData, this); playerDetectedState = new E1_PlayerDetectedState(this, stateMachine, "playerDetected", playerDetectedData, this); chargeState = new E1_ChargeState(this, stateMachine, "charge", chargeStateData, this); lookForPlayerState = new E1_LookForPlayerState(this, stateMachine, "lookForPlayer", lookForPlayerStateData, this); meleeAttackState = new E1_MeleeAttackState(this, stateMachine, "meleeAttack", meleeAttackPosition, meleeAttackStateData, this); stateMachine.Initialize(moveState); }
protected override void Awake() { base.Awake(); enemyIdleState = new E1_IdleState(this, enemyData, "idle", this); enemyMoveState = new E1_MoveState(this, enemyData, "move", this); enemyPlayerDetectedState = new E1_PlayerDetectedState(this, enemyData, "playerDetected", this); enemyChargeState = new E1_ChargeState(this, enemyData, "charge", this); enemyLookForPlayerState = new E1_LookForPlayerState(this, enemyData, "lookForPlayer", this); enemyMelleAttackState = new E1_MeleeAttackState(this, enemyData, "shortAction", this, meleeAttack); enemyStunState = new E1_StunState(this, enemyData, "stun", this); enemyAttackedState = new E1_AttackedState(this, enemyData, "attacked", this); enemyDeathState = new E1_DeathState(this, enemyData, "die", this); }
public override void Start() { base.Start(); moveState = new E1_MoveState(this, stateMachine, "move", moveStateData, this); idleState = new E1_IdleState(this, stateMachine, "idle", idleStateData, this); playerDetectedState = new E1_PlayerDetectedState(this, stateMachine, "playerDetected", playerDetectedStateData, this); chargeState = new E1_ChargeState(this, stateMachine, "charge", chargeStateData, this); lookForPlayerState = new E1_LookForPlayerState(this, stateMachine, "lookForPlayer", lookForPlayerStateData, this); miliAttackState = new E1_MiliAttackState(this, stateMachine, "miliAttack", miliAttackPosition, miliAttackStateData, this); stunState = new E1_StunState(this, stateMachine, "stun", stunStateData, this); deadState = new E1_DeadState(this, stateMachine, "dead", deadStateData, this); stateMachine.initialize(moveState); }
public override void Start() { base.Start(); currentHealth = maxHealth; moveState = new E1_MoveState(this, StateMachine, "move", moveStateData, this); idleState = new E1_IdleState(this, StateMachine, "idle", idleStateData, this); playerDetectedState = new E1_PlayerDetectedState(this, StateMachine, "playerDetected", playerDetectedData, this); chargeState = new E1_ChargeState(this, StateMachine, "charge", chargeStateData, this); lookForPlayerState = new E1_LookForPlayerState(this, StateMachine, "lookForPlayer", lookForPlayerStateData, this); damagedState = new E1_DamagedState(this, StateMachine, "damaged", this); playerDetectedState.SetWeapon(rockThrow); StateMachine.Initialize(idleState); }