public virtual void InitStateMachine() { stateMachine = new StateMachine(); //stateMachine.AddStateAction(BaseStateType.BS_SUMMON, new BossSummonedState(this)); stateMachine.AddStateAction(BaseStateType.BS_IDLE, new BossIdleState(this)); stateMachine.AddStateAction(BaseStateType.BS_RUN, new BossRunState(this)); stateMachine.AddStateAction(BaseStateType.BS_DIE, new BossDieState(this)); stateMachine.AddStateAction(BaseStateType.BS_ATTACK, new BossAttackState(this)); }
public virtual void InitStateMachine() { stateMachine = new StateMachine(); stateMachine.AddStateAction(BaseStateType.ES_IDLE, new EnemyIdleState(this)); stateMachine.AddStateAction(BaseStateType.ES_RUN, new EnemyRunState(this)); stateMachine.AddStateAction(BaseStateType.ES_ATTACK, new EnemyAttackState(this)); stateMachine.AddStateAction(BaseStateType.ES_DIE, new EnemyDieState(this)); }