using System; using System.Collections; using System.Collections.Generic; using BITFALL.Player.Movement; using BITKit.Entities; using BITKit.StateMachine; using UnityEngine; namespace BITFALL.Player.Animation.States { [Serializable] public class Climb : PlayerAnimateStates { public override void OnStateEntry(IState old) { animationController.animator.Play("Climb"); } public override void OnMovementStateChanged(IEntityMovementState oldState, IEntityMovementState newState) { if (newState is IPlayerClimbState) { animationController.TransitionState(); } else if(Enabled) { animationController.TransitionState(); } } } }