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2026-03-03 05:27:03 +05:00

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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];
}
}
}
}