using System.Collections; using UnityEngine; namespace State.PawnStateMachine { public class Attack : GameState { public override void OnEnter(StateMachine machine) { base.OnEnter(machine); ((PawnStateMachine)StateMachine).controlledPawn.HandleMove(Vector2.zero); StateMachine.StartCoroutine(PlayAttackAnimation()); } private IEnumerator PlayAttackAnimation() { var animationLength = ((PawnStateMachine)StateMachine).controlledPawn.HandleAttack("Attack1"); yield return new WaitForSeconds(animationLength); StateMachine.ChangeState(new Idle()); } } }