using Fie.Object; using System; using System.Collections.Generic; namespace Fie.Enemies.HoovesRaces.QueenChrysalis { public class FieStateMachineQueenChrysalisIdle : FieStateMachineGameCharacterBase { private bool _isEnd; private Type _nextState = typeof(FieStateMachineQueenChrysalisIdle); public override void updateState(ref T gameCharacter) { if (gameCharacter is FieQueenChrysalis) { if (gameCharacter.groundState == FieObjectGroundState.Flying) { _nextState = typeof(FieStateMachineQueenChrysalisJumpIdle); _isEnd = true; } gameCharacter.animationManager.SetAnimation(0, isLoop: true); } } public override bool isEnd() { return _isEnd; } public override Type getNextState() { return _nextState; } public override List getAllowedStateList() { List list = new List(); list.Add(typeof(FieStateMachineAnyConsider)); return list; } } }