using System.Collections; using System.Collections.Generic; using UnityEngine; using MuHua; // public class AnimalRoamingState : IStateMachine { // public Vector3 targetPosition; // public string ToDefault = "Idle"; // public readonly AnimalMachine animal; // public AnimalRoamingState(StateMachine machine) : base(machine) => animal = machine as AnimalMachine; // public override void Enter() { // targetPosition = animal.movement.RandomTargetPosition(); // } // public override void Exit() { // animal.movement.StopMoving(); // animal.animator.SetFloat("MoveSpeed", 0); // } // public override void Trigger() { // } // public override void Update() { // bool complete = animal.movement.UpdateMove(targetPosition); // animal.animator.SetFloat("MoveSpeed", animal.movement.currentSpeed); // if (complete) { animal.ChangeState(ToDefault); } // } // }