public void SetPrimaryState(UnitPrimaryState state, bool changeState = false) { UnitPrimaryState = state; if (_unit != null && changeState == true) { _unit.ChangeState(UnitPrimaryState); } }
public void ChangeState(UnitPrimaryState uState = UnitPrimaryState.Idle) { switch (uState) { case UnitPrimaryState.Idle: break; case UnitPrimaryState.Walk: break; case UnitPrimaryState.Busy: break; case UnitPrimaryState.Stunned: break; default: break; } }
public void ChangeState(UnitPrimaryState uState) { switch (uState) { case UnitPrimaryState.Idle: InternalIdle(); break; case UnitPrimaryState.Walk: InternalRun(); break; case UnitPrimaryState.Busy: break; case UnitPrimaryState.Stunned: break; default: break; } }