using UnityEngine; using UOP1.StateMachine; using UOP1.StateMachine.ScriptableObjects; [CreateAssetMenu(fileName = "ResetGetHitState", menuName = "State Machines/Actions/Reset Get Hit State")] public class ResetGetHitStateSO : StateActionSO { protected override StateAction CreateAction() => new ResetGetHitState(); } public class ResetGetHitState : StateAction { private Damageable _damageableEntity; public override void Awake(StateMachine stateMachine) { _damageableEntity = stateMachine.GetComponent(); } public override void OnUpdate() { } public override void OnStateExit() { _damageableEntity.GetHit = false; } }