using System.Collections; using System.Collections.Generic; using UnityEngine; using MuHua; // public class AnimalChasingState : IStateMachine where T : Component { // public T target; // public string ToDefault = "Eating"; // public readonly AnimalMachine animal; // public AnimalChasingState(StateMachine machine) : base(machine) => animal = machine as AnimalMachine; // public override void Enter() { // bool valid = animal.Find(out target); // if (!valid) { animal.ChangeState("Idle"); } // } // public override void Exit() { // animal.movement.StopMoving(); // animal.animator.SetFloat("MoveSpeed", 0); // } // public override void Trigger() { // } // public override void Update() { // if (target == null) { animal.ChangeState(ToDefault); return; } // bool complete = animal.movement.UpdateMove(target.transform.position); // animal.animator.SetFloat("MoveSpeed", animal.movement.currentSpeed); // if (complete) { animal.ChangeState(ToDefault); } // } // }