using System; using UnityEngine; public class EnemyStateIdle: IEnemyState { private EnemyController _enemyController; public void Enter(EnemyController enemyController) { _enemyController = enemyController; _enemyController.SetAnimation(EnemyController.Idle, true); } public void Update() { var detectPlayerTransform = _enemyController.DetectPlayerInCircle(); if (detectPlayerTransform) { switch (_enemyController.MonsterType) { case MonsterType.Melee: _enemyController.SetState(EnemyState.Trace); break; case MonsterType.Caster: _enemyController.SetState(EnemyState.Flee); break; case MonsterType.Ranged: break; } } } public void Exit() { _enemyController.SetAnimation(EnemyController.Idle, false); _enemyController = null; } }