33 lines
1023 B
C#
33 lines
1023 B
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using BITKit;
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using BITKit.Entities;
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using KinematicCharacterController;
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using BITKit.StateMachine;
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using System;
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using RotaryHeart.Lib.SerializableDictionary;
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namespace BITFALL.Entites
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{
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public partial class EntityKinematicMovement : EntityInputComponent, IStateMachine<IKinematicMovementState>
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{
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[SerializeField, SerializeReference, SubclassSelector]
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IKinematicMovementState currentState;
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[SerializeField, SerializeReference, SubclassSelector]
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public List<IKinematicMovementState> characterStates = new();
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public IKinematicMovementState CurrentState
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{
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get => currentState;
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set => currentState = value;
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}
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public IDictionary<Type, IKinematicMovementState> StateDictonary { get; } = new Dictionary<Type, IKinematicMovementState>();
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public void ExitState()
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{
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}
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public void RecoveryState()
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{
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}
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}
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} |