void CreateState(eAnimationStateName name) { CharacterState state = null; switch (name) { case eAnimationStateName.Idle: state = new Idle_State((int)name); break; case eAnimationStateName.Run: state = new Run_State((int)name); break; case eAnimationStateName.Attack: state = new Attack_State((int)name); break; case eAnimationStateName.Jump: state = new Jump_State((int)name); break; case eAnimationStateName.Crouch: state = new Crouch_State((int)name); break; case eAnimationStateName.Crouch_Attack: state = new CrouchAttack_State((int)name); break; case eAnimationStateName.Jump_Attack: state = new JumpAttack_State((int)name); break; case eAnimationStateName.Hurt: state = new Hurt_State((int)name); break; case eAnimationStateName.Hide: state = new Hide_State((int)name); break; case eAnimationStateName.Die: state = new DIe_State((int)name); break; case eAnimationStateName.Rise: state = new Rise_State((int)name); break; default: break; } if (state == null) { return; } state.Init(_char); _aniDic.Add(name, state); }
void Awake() { instance = this; idleState = new Idle_State(this); chaseState = new Chase_State(this); attackState = new Attack_State(this); hurtState = new Hurt_State(this); dieState = new Die_State(this); specialState = new Special_State(this); }