using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class SoldierStateDead : BaseState { public override void EnterState(Type pLastState) { base.EnterState(pLastState); mMaster.SetACTrigger(SoldierACTrigger.TriggerDie); ObjectSwitch[] tOSs = mMaster.transform.GetComponents(); for (int i = 0; i < tOSs.Length; i++) { tOSs[i].IsOn = false; } } public override void ExecuteState(float pDeltaTime) { base.ExecuteState(pDeltaTime); } public override void ExitState(Type pNextState) { base.ExitState(pNextState); } }