using UFS2.Gameplay; using UnityEngine; public class FishInterestState : IState { private FishEntity entity; public FishInterestState(FishEntity entity) { this.entity = entity; } public void Enter() { } public void Execute() { Vector3 direction = entity.transform.position - entity.Target.position; entity.Physics.MoveInDirection(direction, entity.Data.MoveSpeed, entity.Data.RotateSpeed, Time.deltaTime, ForceMode.VelocityChange); if (Vector3.Distance(entity.transform.position, entity.Target.position) > 3f) { entity.LostAttract(); } } public void Exit() { } }