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; } }