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using UnityEngine;
public class IdleState : BaseState
{
public IdleState(AICarDriver aiCarDriver, GameplayManager gameplayManager) : base(aiCarDriver, gameplayManager)
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{
Debug.Log($"### {this} constructor");
}
protected override void Enter()
{
base.Enter();
Debug.Log($"### {this} Enter STAGE");
}
protected override void Update()
{
base.Update();
// use a mod timer system and when timer completes then move onto the next state (RoamState)
base.Exit();
nextState = new AcquireTargetState(aiCarDriver, gameplayManager);
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Debug.Log($"### {this} Update STAGE");
}
protected override void Exit()
{
base.Exit();
Debug.Log($"### {this} Exit STAGE");
}
}