using System.Collections; using System.Collections.Generic; using UnityEngine; public class OffenseIncapacitatedState : OffenseBaseState { public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){ } public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){ } public override void UpdateState(OffenseStateManager oSM){ //if no longer incapacitated then None if((oSM.mSM.currentState != oSM.mSM.RagdollState && oSM.mSM.currentState != oSM.mSM.SlideState && oSM.mSM.currentState != oSM.mSM.CrouchState && oSM.mSM.currentState != oSM.mSM.CrouchWalkState) && (oSM.aSM.currentState != oSM.aSM.WallRunState && oSM.aSM.currentState != oSM.aSM.WallIdleState && oSM.aSM.currentState != oSM.aSM.GrappleAirState)){ oSM.SwitchState(oSM.NoneState); } } public override void FixedUpdateState(OffenseStateManager oSM){ } }