// ---------------------------------------------------------------- // From Game Programming in C++ by Sanjay Madhav // Copyright (C) 2017 Sanjay Madhav. All rights reserved. // // Released under the BSD License // See LICENSE in root directory for full details. // ---------------------------------------------------------------- #include "AIState.h" #include "AIComponent.h" #include void AIPatrol::Update(float deltaTime) { SDL_Log("Updating %s state", GetName()); bool dead = true; if (dead) { mOwner->ChangeState("Death"); } } void AIPatrol::OnEnter() { SDL_Log("Entering %s state", GetName()); } void AIPatrol::OnExit() { SDL_Log("Exiting %s state", GetName()); } void AIDeath::Update(float deltaTime) { SDL_Log("Updating %s state", GetName()); } void AIDeath::OnEnter() { SDL_Log("Entering %s state", GetName()); } void AIDeath::OnExit() { SDL_Log("Exiting %s state", GetName()); } void AIAttack::Update(float deltaTime) { SDL_Log("Updating %s state", GetName()); } void AIAttack::OnEnter() { SDL_Log("Entering %s state", GetName()); } void AIAttack::OnExit() { SDL_Log("Exiting %s state", GetName()); }