void Start() { HeroesInBattle.AddRange(FindObjectsOfType <Hero>()); for (int i = 1; i < HeroesInBattle.Count; i++) { HeroesInBattle[i].aiHero = true; } EnemiesInBattle.AddRange(FindObjectsOfType <Enemy>()); stateMachine.ChangeState(new WaitState()); }
public virtual void OnEscape() { bsm.ChangeState <EditBattleState>(); }