public WeaponActionState GetActiveState() { if (UInput.GetButton(INC.SIGHT)) { return(WeaponActionState.Sight); } else if (!characterController.isGrounded) { return(WeaponActionState.InAir); } else if (controller.GetCrouchSystem().IsCrouch()) { return(WeaponActionState.Crouch); } else if (animator.GetInteger(SPEED_HASH) == 3) { return(WeaponActionState.Sprint); } else if (animator.GetInteger(SPEED_HASH) == 2) { return(WeaponActionState.Run); } else if (animator.GetInteger(SPEED_HASH) == 1) { return(WeaponActionState.Walk); } else { return(WeaponActionState.Idle); } }