using System; namespace Invector.vCharacterController.AI.FSMBehaviour { public abstract class vAICombatState : vFSMState { public override Type requiredType { get { return typeof(vIControlAICombat); } } public override void UpdateState(vIFSMBehaviourController fsmBehaviour) { if (fsmBehaviour.aiController is vIControlAICombat) UpdateCombatState(fsmBehaviour.aiController as vIControlAICombat); base.UpdateState(fsmBehaviour); } /// /// Called from UpdateState if vIControlAI is a vIControlAICombat /// /// protected abstract void UpdateCombatState(vIControlAICombat ctrlAICombat); } }