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