using System.Collections; using System.Collections.Generic; using UnityEngine; public class dNitroIncapacitatedState : dNitroBaseState { public override void EnterState(dNitroStateManager nSM, dNitroBaseState previousState){ } public override void ExitState(dNitroStateManager nSM, dNitroBaseState nextState){ } public override void UpdateState(dNitroStateManager 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(dNitroStateManager nSM){ } }