using Fie.Manager; using Fie.Object; using System; using System.Collections.Generic; using UnityEngine; namespace Fie.Enemies.HoovesRaces.Flightling { public class FieStateMachineFlightlingConcentration : FieStateMachineGameCharacterBase { public override void updateState(ref T flightling) { } public override void initialize(FieGameCharacter gameCharacter) { FieFlightling fieFlightling = gameCharacter as FieFlightling; if (!(fieFlightling == null)) { FieManagerBehaviour.I.EmitObject(fieFlightling.hornTransform, Vector3.zero, null, gameCharacter); autoFlipToEnemy(fieFlightling); fieFlightling.isEnableGravity = false; fieFlightling.isEnableAutoFlip = false; } } public override void terminate(FieGameCharacter gameCharacter) { if (!(gameCharacter == null)) { gameCharacter.isEnableGravity = true; gameCharacter.isEnableAutoFlip = true; } } public override bool isEnd() { return false; } public override Type getNextState() { return typeof(FieStateMachineCommonIdle); } public override List getAllowedStateList() { List list = new List(); list.Add(typeof(FieStateMachineAnyConsider)); return list; } } }