protected virtual void InitStateMachine() { _stateMachine = gameObject.AddComponent <CharacterStateMachine>(); _stateMachine.Debug = true; _stateMachine.SetDelegateForState(CharacterState.PRE_INIT, Init); _stateMachine.SetDelegateForState(CharacterState.INIT_MOVE, InitMove); _stateMachine.SetDelegateForState(CharacterState.MOVE_TO, MoveTo); _stateMachine.SetDelegateForState(CharacterState.MOVE_COMPLETE, OnMoveComplete); }
protected virtual void InitStateMachine() { _stateMachine = gameObject.AddComponent <CharacterStateMachine>(); _stateMachine.Debug = true; _stateMachine.SetDelegateForState(CharacterState.PRE_INIT, Init); _stateMachine.SetDelegateForState(CharacterState.SEARCHING_FOR_TARGET, FindNewTarget); _stateMachine.SetDelegateForState(CharacterState.INIT_ATTACK, InitAttack); _stateMachine.SetDelegateForState(CharacterState.ATTACKING, DoAttack); _stateMachine.SetDelegateForState(CharacterState.ATTACK_COMPLETE, OnAttackComplete); }