using System.Collections; using System.Collections.Generic; using UnityEngine; using BITKit; using BITKit.Entities; using KinematicCharacterController; using BITKit.StateMachine; using System; using RotaryHeart.Lib.SerializableDictionary; namespace BITFALL.Entites { public partial class EntityKinematicMovement : EntityInputComponent, IStateMachine { [SerializeField, SerializeReference, SubclassSelector] IKinematicMovementState currentState; [SerializeField, SerializeReference, SubclassSelector] public List characterStates = new(); public IKinematicMovementState CurrentState { get => currentState; set => currentState = value; } public IDictionary StateDictonary { get; } = new Dictionary(); public void ExitState() { } public void RecoveryState() { } } }