using System.Collections; using System.Collections.Generic; using UnityEngine; public class dDashIncapacitatedState : dDashBaseState { public override void EnterState(dDashStateManager dSM, dDashBaseState previousState){ } public override void ExitState(dDashStateManager dSM, dDashBaseState nextState){ } public override void UpdateState(dDashStateManager dSM){ //if no longer incapacitated then None if(dSM.mSM.currentState != dSM.mSM.RagdollState && dSM.mSM.currentState != dSM.mSM.RecoveringState && dSM.mSM.currentState != dSM.mSM.SlideState && dSM.mSM.currentState != dSM.mSM.CrouchState && dSM.mSM.currentState != dSM.mSM.CrouchWalkState){ dSM.SwitchState(dSM.NoneState); } } public override void FixedUpdateState(dDashStateManager dSM){ } }