using UnityEngine; namespace EntityStates; public class BaseMelee : BaseState { protected RootMotionAccumulator rootMotionAccumulator; public RootMotionAccumulator InitMeleeRootMotion() { rootMotionAccumulator = GetModelRootMotionAccumulator(); if ((bool)rootMotionAccumulator) { rootMotionAccumulator.ExtractRootMotion(); } if ((bool)base.characterDirection) { base.characterDirection.forward = base.inputBank.aimDirection; } if ((bool)base.characterMotor) { base.characterMotor.moveDirection = Vector3.zero; } return rootMotionAccumulator; } public void UpdateMeleeRootMotion(float scale) { if ((bool)rootMotionAccumulator) { Vector3 vector = rootMotionAccumulator.ExtractRootMotion(); if ((bool)base.characterMotor) { base.characterMotor.rootMotion = vector * scale; } } } }