using System.Collections; using System.Collections.Generic; using UnityEngine; using GameplayIngredients.StateMachines; namespace GameplayIngredients.Actions { public class SetStateAction : ActionBase { [NonNullCheck] public StateMachine StateMachine; public string state { get { return m_State; } set { m_State = value; } } [SerializeField, StateMachineState("StateMachine")] protected string m_State = "State"; public override void Execute(GameObject instigator = null) { if(StateMachine != null) StateMachine.SetState(m_State); } } }