using System.Collections; using System.Collections.Generic; using UnityEngine; public class NitroIncapacitatedState : NitroBaseState { public override void EnterState(NitroStateManager nSM, NitroBaseState previousState){ } public override void ExitState(NitroStateManager nSM, NitroBaseState nextState){ } public override void UpdateState(NitroStateManager nSM){ //if no longer incapacitated then None if(nSM.mSM.currentState != nSM.mSM.RagdollState && nSM.mSM.currentState != nSM.mSM.RecoveringState){ nSM.SwitchState(nSM.NoneState); } } public override void FixedUpdateState(NitroStateManager nSM){ } }