using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "AI/Action/Reset")]
public class ResetAttackAction : Action
{
public override void Act(FiniteStateMachine fsm)
{
if(!fsm.dic.HasKey("rb"))fsm.dic.SetValue("rb", fsm.GetComponent<Rigidbody>());
fsm.dicBools.SetValue("Attacking", false);
fsm.dicVecs.DeleteKey("groundPoint");
(fsm.dic.GetValue("movement") as IMovable).ChangeVelocity((Vector3)fsm.dic.GetValue("KnockBack"));
(fsm.dic.GetValue("rb") as Rigidbody).useGravity = true;
//fsm.dic.DeleteKey("Knockback");
Debug.Log("Here");
}
}