using System; using System.Collections; using System.Collections.Generic; using BITKit.StateMachine; using UnityEngine; namespace BITKit.Sensors.States { public abstract class SmartTargetSensorStates : ISmartTargetState { public bool Enabled { get; set; } public virtual void Initialize() { } public virtual void OnStateEntry(IState old) { } public virtual void OnStateUpdate(float deltaTime) { } public virtual void OnStateExit(IState old, IState newState) { } } [Serializable] public sealed class Idle : SmartTargetSensorStates { } }