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