using UnityEngine;
namespace UHFPS.Scriptable
{
public abstract class StateAsset : ScriptableObject
{
///
/// Get a state key to help recognize which state is currently active.
///
Override it to define your own state key.
///
public virtual string StateKey => ToString();
///
/// Get FSM State display name.
///
public virtual string Name => GetType().Name;
}
}