/// <summary> /// 添加状态 /// </summary> /// <param name="_s">S.</param> /// <param name="_enter">Enter.</param> /// <param name="_update">Update.</param> /// <param name="_leave">Leave.</param> public void AddState(StatePath _s, VoidDelegate _enter = null, VoidDelegateFloat _update = null, VoidDelegate _leave = null) { if (!allState.ContainsKey(_s.stateName)) { _s.BindStateMethod(_enter, _update, _leave); allState.Add(_s.stateName, _s); } }
// Use this for initialization private void Start() { m_Rigidbody2D = GetComponent <Rigidbody2D>(); m_Animator = GetComponent <Animator>(); SubscribeOnEvents(); SpeedChange(GetComponent <EnemyStatsGO>().EnemyStats.Speed); m_EnemyStats = GetComponent <EnemyStatsGO>().EnemyStats; OnEnemyTurnAround = GetComponent <EnemyStatsGO>().ChangeUIScale; }
public void BindStateMethod(VoidDelegate _enter, VoidDelegateFloat _update, VoidDelegate _leave) { onEnter = _enter; onUpdate = _update; onLeave = _leave; }