using System.Collections; using System.Collections.Generic; using UnityEngine; using MuHua; // public class AnimalIdleState : IStateMachine { // public string ToDefault = "Roaming"; // private float idleTime; // public AnimalMachine animal; // public AnimalIdleState(StateMachine machine) : base(machine) => animal = machine as AnimalMachine; // public override void Enter() { // idleTime = Random.Range(3.0f, 5.0f); // } // public override void Exit() { // } // public override void Trigger() { // } // public override void Update() { // idleTime -= Time.deltaTime; // if (idleTime <= 0) { animal.ChangeState(ToDefault); } // } // }