using System.Collections; using System.Collections.Generic; using UnityEngine; using MuHua; // public class AnimalEatingState : IStateMachine { // public string ToDefault = "Idle"; // private AnimalFood target; // public AnimalMachine animal; // public AnimalEatingState(StateMachine machine) : base(machine) => animal = machine as AnimalMachine; // public override void Enter() { // if (!animal.Find(out target)) { Exit(); return; } // // 判断target距离是否小于0.3f // float distance = Vector3.Distance(animal.transform.position, target.transform.position); // if (distance >= 0.1f) { Exit(); return; } // animal.animator.SetBool("Eating", true); // } // public override void Exit() { // animal.animator.SetBool("Eating", false); // } // public override void Trigger() { // animal.hunger += target.nutritionValue; // animal.hunger = Mathf.Clamp(animal.hunger, 0, animal.maxHunger); // GameObject.Destroy(target.gameObject); // animal.ChangeState(ToDefault); // } // public override void Update() { // } // }