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Jul 18th, 2018
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  1. // State.cs
  2.  
  3. using UnityEngine.Events;
  4.  
  5. [CreateAssetMenu]
  6. public class State : ScriptableObject
  7. {
  8. public UnityEvent enterStateEvent;
  9. public UnityEvent exitStateEvent;
  10.  
  11. public void EnterState ()
  12. {
  13. enterStateEvent.Invoke();
  14.  
  15. canChangeState = true;
  16. }
  17.  
  18. public void ExitState ()
  19. {
  20. exitStateEvent.Invoke();
  21. }
  22. }
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