using System; using System.Collections.Generic; using UnityEngine; namespace Fie.Object { public class FieStateMachinePoniesIdle : FieStateMachineGameCharacterBase { public const float IDLING_THLESHOLD_SEC = 5f; private float idleCount; public override void updateState(ref T gameCharacter) { idleCount = Mathf.Min(idleCount + Time.deltaTime, 5f); if (idleCount >= 5f) { gameCharacter.animationManager.SetAnimation(1, isLoop: true); } else { gameCharacter.animationManager.SetAnimation(0, isLoop: true); } } public override bool isEnd() { return false; } public override Type getNextState() { return null; } public override List getAllowedStateList() { List list = new List(); list.Add(typeof(FieStateMachineAnyConsider)); return list; } } }