using UnityEngine; public class AcquireTargetState : BaseState { public AcquireTargetState(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(); Debug.Log($"### {this} Update STAGE"); // while it's roaming check for targets // Find the target and once the target is found then charge toward that specific target if (HasFoundTarget()) { base.Exit(); nextState = new ChargeState(aiCarDriver, gameplayManager); } } protected override void Exit() { base.Exit(); Debug.Log($"### {this} Exit STAGE"); } public bool HasFoundTarget() { return false; } }