using System.Collections; using System.Collections.Generic; using UnityEngine; public class DashIncapacitatedState : DashBaseState { public override void EnterState(DashStateManager dSM, DashBaseState previousState){ } public override void ExitState(DashStateManager dSM, DashBaseState nextState){ } public override void UpdateState(DashStateManager dSM){ 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(DashStateManager dSM){ } }