public BaseState(GameObject _gameObject, Base_AI _ai) { ai = _ai; gameObject = _gameObject; transform = gameObject.transform; health = gameObject.GetComponent <Health>(); }
public IdleState(Base_AI _ai) : base(_ai.gameObject, _ai) { if (ai is Squad) { temp = ai as Squad; } else if (ai is Enemy) { enemy = ai as Enemy; } }
public override void Die() { gameObject.SetActive(false); Base_AI.DeathAction(gameObject); }
public DeathState(Base_AI _ai) : base(_ai.gameObject, _ai) { }
public DamagedState(Base_AI _ai) : base(_ai.gameObject, _ai) { }