using System.Collections; using System.Collections.Generic; using UnityEngine; public class dOffenseIncapacitatedState : dOffenseBaseState { public override void EnterState(dOffenseStateManager oSM, dOffenseBaseState previousState){ } public override void ExitState(dOffenseStateManager oSM, dOffenseBaseState nextState){ } public override void UpdateState(dOffenseStateManager 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(dOffenseStateManager oSM){ } }