public IState changeState() { IState newState = null; if (timeElapsed > updateRating) { timeElapsed = 0; newState = new FreezerThinking(stateable); } return newState; }
public IState changeState() { IState newState = null; if (timeElapsed > updateRating) { //stateable.GetComponent<IMoveable> ().SetSpeed (Vector3.zero); timeElapsed = 0; newState = new FreezerThinking(stateable); }else if(fire){ stateable.GetComponent<IMoveable> ().SetSpeed (Vector3.zero); newState = new FreezerShooting(stateable); } return newState; }