private void InitializeStates()
{
SpriteAnimationSettings defaultAnimationSettings = new SpriteAnimationSettings(true);
hitMissState = new CharacterState("Hit Miss", HIT_MISS_STATE_PRIORITY, HIT_MISS_STATE_ANIMATION_PRIORITY, defaultAnimationSettings);
hitMissState.SpriteAnimationSequences = new List<SpriteAnimationSequence> { hitMissSequence };
hitState = new CharacterState("Hit", HIT_STATE_PRIORITY, HIT_STATE_ANIMATION_PRIORITY, defaultAnimationSettings);
hitState.SpriteAnimationSequences = new List<SpriteAnimationSequence> { hitSequence1, hitSequence2, hitSequence3 };
comboHitState = new CharacterState("Combo Hit", COMBO_HIT_STATE_PRIORITY, COMBO_HIT_STATE_ANIMATION_PRIORITY, defaultAnimationSettings);
comboHitState.SpriteAnimationSequences = new List<SpriteAnimationSequence> { comboHitSequence1, comboHitSequence2 };
comboHitState.AddIncompatibleStates(new CharacterState[] { hitState, hitMissState });
hypeAttackState = new CharacterState("Hype Attack State", HYPE_ATTACK_STATE_PRIORITY, HYPE_ATTACK_STATE_ANIMATION_PRIORITY, defaultAnimationSettings);
hypeAttackState.SpriteAnimationSequences = new List<SpriteAnimationSequence> { hypeAttackSequence };
hypeAttackState.AddIncompatibleStates(new CharacterState[] { hitState, hitMissState });
deadState = new CharacterState("Dead", DEAD_STATE_PRIORITY, DEAD_STATE_ANIMATION_PRIORITY, defaultAnimationSettings);
deadState.SpriteAnimationSequences = new List<SpriteAnimationSequence> { deathSequence };
deadState.AddIncompatibleStates(new CharacterState[] { hitState, hitMissState , comboHitState, hypeAttackState });
idleState = new CharacterState("Idle", IDLE_STATE_PRIORITY, IDLE_STATE_ANIMATION_PRIORITY, defaultAnimationSettings);
idleState.SpriteAnimationSequences = new List<SpriteAnimationSequence> { idleSequence1, idleSequence2 };
bossStateController.AddState(idleState);
}