using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
///
/// An Action to clear a at the
///
[CreateAssetMenu(fileName = "StopMovementAction", menuName = "State Machines/Actions/Stop Movement")]
public class StopMovementActionSO : StateActionSO
{
[SerializeField] private StateAction.SpecificMoment _moment = default;
public StateAction.SpecificMoment Moment => _moment;
protected override StateAction CreateAction() => new StopMovement();
}
public class StopMovement : StateAction
{
private Protagonist _protagonist;
private new StopMovementActionSO OriginSO => (StopMovementActionSO)base.OriginSO;
public override void Awake(StateMachine stateMachine)
{
_protagonist = stateMachine.GetComponent();
}
public override void OnUpdate()
{
if (OriginSO.Moment == SpecificMoment.OnUpdate)
_protagonist.movementVector = Vector3.zero;
}
public override void OnStateEnter()
{
if (OriginSO.Moment == SpecificMoment.OnStateEnter)
_protagonist.movementVector = Vector3.zero;
}
public override void OnStateExit()
{
if (OriginSO.Moment == SpecificMoment.OnStateExit)
_protagonist.movementVector = Vector3.zero;
}
}