public void Start() { owner = GetComponent <AIAllyMachine>(); currentState = AllyIdleState.instance; stateName = currentState.ToString(); ChangeState(AllyIdleState.instance); }
public void ChangeState(AllyState _newState) { currentState = _newState; Debug.Log(owner.displayName + ": has entered " + currentState); stateName = currentState.ToString(); if (owner.gameObject.activeSelf) { StartCoroutine(currentState.InState(owner)); } }