protected override void Start() { base.Start(); idleState = new Boar_IdleState(finiteStateMachine, this, "idle", idleStateData, this); moveState = new Boar_MoveState(finiteStateMachine, this, "move", moveStateData, this); playerDetectedState = new Boar_PlayerDetectedState(finiteStateMachine, this, "playerDetected", playerDetectedStateData, this); chargeState = new Boar_ChargeState(finiteStateMachine, this, "charge", chargeStateData, this); lookForPlayerState = new Boar_LookForPlayerState(finiteStateMachine, this, "lookForPlayer", lookForPlayerStateData, this); slowDownState = new Boar_SlowDownState(finiteStateMachine, this, "slowDown", slowDownStateData, this); meleeAttackState = new Boar_MeleeAttackState(finiteStateMachine, this, "meleeAttack", meleeAttackPosition, meleeAttackStateData, this); stunState = new Boar_StunState(finiteStateMachine, this, "stun", stunStateData, this); deadState = new Boar_DeadState(finiteStateMachine, this, "dead", deadStateData, this); finiteStateMachine.Initialize(moveState); }
protected override void Start() { base.Start(); IdleState = new Boar_IdleState(FiniteStateMachine, this, "idle", _idleStateData, this); MoveState = new Boar_MoveState(FiniteStateMachine, this, "move", _moveStateData, this); PlayerDetectedState = new Boar_PlayerDetectedState(FiniteStateMachine, this, "playerDetected", _playerDetectedStateData, this); ChargeState = new Boar_ChargeState(FiniteStateMachine, this, "charge", _chargeStateData, this); LookForPlayerState = new Boar_LookForPlayerState(FiniteStateMachine, this, "lookForPlayer", _lookForPlayerStateData, this); SlowDownState = new Boar_SlowDownState(FiniteStateMachine, this, "slowDown", _slowDownStateData, this); MeleeAttackState = new Boar_MeleeAttackState(FiniteStateMachine, this, "meleeAttack", _meleeAttackPosition, _meleeAttackStateData, this); DamageState = new Boar_DamageState(FiniteStateMachine, this, "damage", _damageStateData, this); StunState = new Boar_StunState(FiniteStateMachine, this, "stun", _stunStateData, this); DeadState = new Boar_DeadState(FiniteStateMachine, this, "dead", _deadStateData, this); FiniteStateMachine.Initialize(MoveState); DissolveEffect = new DissolveEffect(); }