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