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"); } }