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2024-03-19 21:38:59 +03:00
using Koptilnya.StateMachine;
using Mirror;
using UnityEngine;
namespace Characters.Enemy.States
{
public class AttackState : State<EnemyState>
{
private readonly Enemy _enemy;
private static readonly int AttackAnimHash = Animator.StringToHash("attack");
public AttackState(Enemy enemy) : base(EnemyState.Attack)
{
_enemy = enemy;
}
[ServerCallback]
public override void Enter()
{
_enemy.SetSpeedMul(1f);
}
[ServerCallback]
public override void Update()
{
_enemy.networkAnimator.SetTrigger(AttackAnimHash);
_enemy.RpcKillTarget(_enemy.targetTransform);
_enemy.ChangeState(EnemyState.Patrol);
}
[ServerCallback]
public override void Exit()
{
_enemy.targetTransform = null;
}
}
}