virtual public void AFUpdate(double deltaTime) { if (m_nextStateID != null && !m_nextStateID.Equals(AState.EGameState.NULL)) { ChangeState(); } //UnityEngine.Debug.Log(m_currentState); if (m_currentState != null && !currentStateID.Equals(AState.EGameState.NULL)) { m_currentState.AFUpdate(deltaTime); } }