using UnityEngine; public class IdleState : BaseState { public IdleState(AICarDriver aiCarDriver, GameplayManager gameplayManager) : base(aiCarDriver, gameplayManager) { 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); Debug.Log($"### {this} Update STAGE"); } protected override void Exit() { base.Exit(); Debug.Log($"### {this} Exit STAGE"); } }