public FSM.State OnHurtUpdate(float delta) { Movement.ApplyNonFacingMotion(hurtDirection); if (STATE_HURT.IsOver) { return(STATE_IDLE); } return(STATE_HURT); }
public FSM.State OnHurtUpdate(float delta) { Movement.ApplyNonFacingMotion(hurtDirection); if (STATE_HURT.IsOver) { return(STATE_IDLE); } return(STATE_HURT); }