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using System.Collections;
using System.Collections.Generic;
using UnityEngine;


namespace UnitStates.Common
{

    public class IdleState : UnitStateBase
    {
        public struct IdleParam : IStateParam
        {
        }

        public override void ModifyNextState(EUnitState state, UnitStateBase nextState)
        {
        }

        public override void OnEnter(IStateParam param)
        {
            if(m_Owner.isInAir)
            {
                //m_Owner.unitStatemachine.ChangeState(EUnitState.Landing);
            }
            else
            {
                m_Motion.Trigger(EAnimationType.Idle);
            }
        }

        public override void OnExit()
        {
        }

        public override void OnFixedUpdate()
        {

        }

        public override void OnUpdate()
        {
        }
    }
}