using System.Collections; using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(menuName = "Finite State Machine/Action/Angle Off Set")] public class AngleOffSet : Action { [SerializeField] private float angleOffSet; public override void Act(FiniteStateMachine fsm) { Debug.Log("Angle: " + angleOffSet); fsm.transform.eulerAngles = fsm.transform.eulerAngles + new Vector3(0, angleOffSet, 0); } }