using UFS2.Gameplay; using UFS2.ScriptableObjects; using UnityEngine; public class FishIdleState : IState { private FishEntity entity; private float stateLenghthTime; private Transform _Target; private Vector2 randomTime = new Vector2(1f, 3f); private FishData _Data => entity.Data; public FishIdleState(FishEntity entity) { this.entity = entity; } public void Enter() { entity.SetAnimatorFloat("speed", 0f); entity.SetAIEnabled(value: true); entity.ResetBaitRefferences(); } public void Execute() { entity.Physics.GravityScaleDown(0.99f); } public void Exit() { } }