private void FixedUpdate() { switch (FSM.CurrentState) { case State.IDLE: IdleState.FixedUpdate(); break; case State.MOVE: MoveState.FixedUpdate(); break; case State.JUMP: JumpState.FixedUpdate(); break; case State.DEAD: DeadState.FixedUpdate(); break; default: throw new System.NotImplementedException($"{FSM.CurrentState} state not implemented."); } }