Adam Ramberg e4c489c88e WIP
2020-03-11 21:11:27 +01:00

24 lines
649 B
C#

using System;
using UnityEngine;
using UnityAtoms.BaseAtoms;
namespace UnityAtoms.FSM
{
[Serializable]
public class FSMState
{
public string Id { get => _id.Value; }
public FiniteStateMachine SubMachine { get => _subMachine; }
public float Timer { get; set; }
public float Cooldown { get => _cooldown.Value; }
[SerializeField]
private StringReference _id = default(StringReference);
[SerializeField]
private FloatReference _cooldown = new FloatReference(0f);
[SerializeField]
private FiniteStateMachine _subMachine = default(FiniteStateMachine);
}
}