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);
}
}