public void beginSummon(SummonerAttackState _summoner, AbstractEnemyAI _enemyToSummon) { enemyToSummon = _enemyToSummon; summoner = _summoner; animator = GetComponent <Animator>(); animator.SetTrigger("BeginSummon"); }
private void Start() { idleState = GetComponent <IdleState>(); patrolState = GetComponent <PatrolState>(); runnerState = GetComponent <RunnerState>(); summonerState = GetComponent <SummonerAttackState>(); animator = GetComponent <Animator>(); currentState = idleState; entity.EquipItem(transform.Find("Weapon").GetComponentInChildren <AbstractWeapon>()); entity.currentWeapon.enemyWeapon = true; }