using UnityEngine; using UHFPS.Scriptable; namespace UHFPS.Runtime.States { public class #SCRIPTNAME# : AIStateAsset { public override FSMAIState InitState(NPCStateMachine machine, AIStatesGroup group) { return new #SCRIPTNAME#_State(machine); } public override string GetStateKey() => "Your state key"; public override string ToString() => "Your state name"; public class #SCRIPTNAME#_State : FSMAIState { public #SCRIPTNAME#_State(NPCStateMachine machine) : base(machine) { } public override void OnStateEnter() { #NOTRIM# } public override void OnStateExit() { #NOTRIM# } public override void OnStateUpdate() { #NOTRIM# } public override Transition[] OnGetTransitions() { return new Transition[0]; } } } }