public RangeState(FiniteStateMachine fsm) : base(fsm) { _attack = fsm.GetComponent<KRAttack>(); _krtransform = fsm.GetComponent<KRTransform>(); _krmovement = fsm.GetComponent<KRMovement>(); }
void Awake() { _krMovement = GetComponent <KRMovement>(); _spot = gameObject.GetComponentInChildren <Light>(); _spot.enabled = false; Strength = __strength; AttackSpeed = __attackSpeed; Range = __range; AttackType = __attackType; }
public MovementState(FiniteStateMachine fsm) : base(fsm) { _movement = fsm.GetComponent<KRMovement>(); }
void Awake() { _krMovement = GetComponent<KRMovement>(); _spot = gameObject.GetComponentInChildren<Light>(); _spot.enabled = false; Strength = __strength; AttackSpeed = __attackSpeed; Range = __range; AttackType = __attackType; }