Files
BITFALL/Assets/Artists/Scripts/Entity/KinematicMovement/EntityKinematicMovementState.cs
CortexCore cd02761be7 init
2023-06-08 14:09:50 +08:00

33 lines
1023 B
C#

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<IKinematicMovementState>
{
[SerializeField, SerializeReference, SubclassSelector]
IKinematicMovementState currentState;
[SerializeField, SerializeReference, SubclassSelector]
public List<IKinematicMovementState> characterStates = new();
public IKinematicMovementState CurrentState
{
get => currentState;
set => currentState = value;
}
public IDictionary<Type, IKinematicMovementState> StateDictonary { get; } = new Dictionary<Type, IKinematicMovementState>();
public void ExitState()
{
}
public void RecoveryState()
{
}
}
}