public RangeState(FiniteStateMachine fsm)
     : base(fsm)
 {
     _attack = fsm.GetComponent<KRAttack>();
     _krtransform = fsm.GetComponent<KRTransform>();
     _krmovement = fsm.GetComponent<KRMovement>();
 }
示例#2
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        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;
        }