using Koptilnya.StateMachine; using Mirror; using UnityEngine; namespace Characters.Enemy.States { public class AttackState : State { 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; } } }