using System; using System.Collections; using System.Collections.Generic; using BITKit; using BITKit.StateMachine; using UnityEngine; namespace BITFALL.Entities.Equipment.Universal.States { [Serializable] public sealed class Draw:UseState { protected override void OnPlayEnd() { base.OnPlayEnd(); useController.TransitionState(); } } [Serializable] public sealed class Use:UseState { protected override void OnPlayEnd() { base.OnPlayEnd(); useController.TransitionState(); } } [Serializable] public sealed class Exit:UseState { protected override void OnPlayEnd() { base.OnPlayEnd(); animancerComponent.Stop(); useController._playerEquipSelector.Cancel(); } } }