protected override void StartEnemy() { m_State = SKELETOR_STATE.Pause; SkeletorAnimation skeletorAnimation = new SkeletorAnimation(); skeletorAnimation.SetSkeletorReference(GetComponent <Skeletor>()); mBehaviorsList.Add(skeletorAnimation); }
void NextState() { switch (m_State) { case SKELETOR_STATE.Move: m_State = SKELETOR_STATE.Pause; break; case SKELETOR_STATE.Pause: m_State = SKELETOR_STATE.Move; break; default: m_State = SKELETOR_STATE.Invalid; break; } }