// Update is called once per frame protected virtual void Update() { switch (currentState) { case EnemystateMachine.Idle: m_Idle.Execute(this.gameObject); break; case EnemystateMachine.Move: m_Move.Execute(this.gameObject); break; case EnemystateMachine.Attack: m_Attack.Execute(this.gameObject); break; case EnemystateMachine.Death: m_Death.Execute(this.gameObject); break; } }