namespace Entity.Weapon { public partial class WeaponLance { private class AttackState : WeaponStateBase { private WeaponLance _weapon; public override WeaponStateType State => WeaponStateType.Attack; public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponLance; public override void OnEnter() { _weapon._currAttackTimer = 0f; _weapon.Attack(); } public override void OnUpdate(float elapseSeconds, float realElapseSeconds) { if (!_weapon._isAttacking) { _weapon.TransitionTo(WeaponStateType.Check_InRange); } } public override void OnLeave() { } } } }