using UnityEngine; namespace State.PawnStateMachine { public class Idle : GameState { public override void OnEnter(StateMachine machine) { base.OnEnter(machine); ((PawnStateMachine)StateMachine).controlledPawn.HandleIdle(); } public override void Handle(Vector2 input) { base.Handle(input); ((PawnStateMachine)StateMachine).controlledPawn.HandleMove(input); } public override void Handle(Command command) { base.Handle(command); var newState = command switch { Command.Attack => new Attack(), }; StateMachine.ChangeState(newState); } } }