﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using HT.Framework;
using DG.Tweening;
/// <summary>
/// 新建状态
/// </summary>
[FiniteStateName("新建状态组/#STATENAME#")]
public class #SCRIPTNAME# : FiniteStateBase
{
    /// <summary>
    /// 所属状态机的数据
    /// </summary>
    private FSMDataBase _data;

	/// <summary>
	/// 初始化
	/// </summary>
    public override void OnInit()
    {
        base.OnInit();

		_data = StateMachine.CurrentData;
    }
    /// <summary>
    /// 进入状态
    /// </summary>
    /// <param name="lastState">上一个离开的状态</param>
    public override void OnEnter(FiniteStateBase lastState)
    {
        base.OnEnter(lastState);
    }
    /// <summary>
    /// 离开状态
    /// </summary>
    /// <param name="nextState">下一个进入的状态</param>
    public override void OnLeave(FiniteStateBase nextState)
    {
        base.OnLeave(nextState);
    }
	/// <summary>
	/// 切换状态的动机
	/// </summary>
    public override void OnReason()
    {
        base.OnReason();
    }
	/// <summary>
	/// 状态帧刷新
	/// </summary>
    public override void OnUpdate()
    {
        base.OnUpdate();
    }
	/// <summary>
	/// 状态终结
	/// </summary>
    public override void OnTerminate()
    {
        base.OnTerminate();
    }
}