namespace Entity.Weapon { public partial class WeaponSlash { private class CheckOutRangeState : WeaponStateBase { private WeaponSlash _weapon; public override WeaponStateType State => WeaponStateType.Check_OutRange; public override void OnInit(WeaponBase weapon) => _weapon = weapon as WeaponSlash; public override void OnEnter() { } public override void OnUpdate(float elapseSeconds, float realElapseSeconds) { _weapon.Check(); _weapon.RotateToTarget(elapseSeconds); _weapon._currAttackTimer += elapseSeconds; if (_weapon._target == null || !_weapon._target.Available) { _weapon.TransitionTo(WeaponStateType.Idle); return; } if (_weapon.IsInRange(_weapon._target, _weapon._sqrRange)) { _weapon.TransitionTo(WeaponStateType.Check_InRange); } } public override void OnLeave() { } } } }