using UnityEngine;
using UHFPS.Runtime;
namespace UHFPS.Scriptable
{
public abstract class AIStateAsset : StateAsset
{
///
/// Initialize and get FSM AI State.
///
public abstract FSMAIState InitState(NPCStateMachine machine, AIStatesGroup group);
///
/// Get a state key to help recognize which state is currently active.
///
Override it to define your own state key.
///
public virtual string GetStateKey() => ToString();
///
/// Get FSM State display name.
///
public override string ToString() => GetType().Name;
}
}