using UnityEngine; namespace EntityStates.Engi.SpiderMine; public class WaitForStick : BaseSpiderMineState { private static int IdleStateHash = Animator.StringToHash("Idle"); protected override bool shouldStick => true; public override void OnEnter() { base.OnEnter(); PlayAnimation("Base", IdleStateHash); } public override void FixedUpdate() { base.FixedUpdate(); if (base.isAuthority && base.projectileStickOnImpact.stuck) { outer.SetNextState(new Burrow()); } } }