public override IActorState toNextState(EActorAction action) { IActorState result = null; if (action == EActorAction.NPC_IDLE) { result = new NPCActorState_Idle(actor); } else if (action == EActorAction.NPC_WALK) { result = new NPCActorState_Walk(actor); } else if (action == EActorAction.NPC_DIE) { result = new NPCActorState_Die(actor); } return(result); }
public override IActorState toNextState(EActorAction action) { IActorState result = null; if(action == EActorAction.NPC_IDLE){ result = new NPCActorState_Idle(actor); } else if(action == EActorAction.NPC_WALK){ result = new NPCActorState_Walk(actor); } else if(action == EActorAction.NPC_DIE){ result = new NPCActorState_Die(actor); } return result; }