using System.Collections; using System.Collections.Generic; using UnityEngine; namespace BITFALL.Entities.Equipment.Universal.States { public sealed class Draw:UseState { public override void Initialize() { base.Initialize(); useController.animator[0].onStateExit += (x) => { if (Enabled && x is BITConstant.Player.Draw) { useController.TransitionState(); } }; } } public sealed class Use:UseState { } public sealed class Exit:UseState { } }