public override void Enter() { base.Enter(); StopFiringTransition.Reset(); m_CurrentShot = 0; FireShot(); Debug.Log("Enter firing state"); }
public override void Update() { base.Update(); if (Time.time - m_TimeSinceLastShot > Data.BurstData.Time) { FireShot(); } if (m_CurrentShot >= Data.BurstData.Count) { StopFiringTransition.Transition(); } if (CurrentAmmo.Value <= 0) { StopFiringTransition.Transition(); } }
public override State TransitionTo() { return(StopFiringTransition.CheckTransition() ?? base.TransitionTo()); }