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using Koptilnya.StateMachine;
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using Mirror;
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using UnityEngine;
namespace Characters.Enemy.States
{
public class IdleState : State<EnemyState>
{
private readonly Enemy _enemy;
private static readonly int DanceAnimHash = Animator.StringToHash("dance");
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private bool _entered;
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public IdleState(Enemy enemy) : base(EnemyState.Idle)
{
_enemy = enemy;
}
public override void Enter()
{
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if (!_enemy.isServer) return;
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_enemy.SetSpeedMul(0f);
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_enemy.networkAnimator.SetTrigger(DanceAnimHash);
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}
public override void Update()
{
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if (!_enemy.isServer) return;
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var stateInfo = _enemy.animator.GetCurrentAnimatorStateInfo(0);
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bool inAnim = stateInfo.shortNameHash == DanceAnimHash;
if (!_entered && inAnim) _entered = true;
if (_entered && !inAnim) _enemy.state = EnemyState.Patrol;
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}
public override void Exit()
{
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if (!_enemy.isServer) return;
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_entered = false;
_enemy.networkAnimator.ResetTrigger(DanceAnimHash);
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_enemy.SetSpeedMul(1f);
}
}
}