using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class SoldierStateIdle : BaseState { public override void EnterState(Type pLastState) { base.EnterState(pLastState); mMaster.SetACTrigger(SoldierACTrigger.TriggerIdle); } public override void ExecuteState(float pDeltaTime) { base.ExecuteState(pDeltaTime); mMaster.MoveTarget = mMaster.AgainstGroup.GetNearestTarget(mMaster.RelativePos()); if (mMaster.MoveTarget != null && !mMaster.MoveTarget.IsDead) { ChangeState(typeof(SoldierStateRun)); } } }