void NextState() { switch (m_State) { case FIRE_SLIME_STATE.Up: m_State = FIRE_SLIME_STATE.Left; break; case FIRE_SLIME_STATE.Left: m_State = FIRE_SLIME_STATE.Down; break; case FIRE_SLIME_STATE.Down: m_State = FIRE_SLIME_STATE.Right; break; case FIRE_SLIME_STATE.Right: m_State = FIRE_SLIME_STATE.Up; break; default: m_State = FIRE_SLIME_STATE.Invalid; break; } }
protected override void StartEnemy() { m_State = FIRE_SLIME_STATE.Up; }