using UnityEngine; namespace EntityStates.VoidRaidCrab.Weapon; public class FireMultiBeamSmall : BaseFireMultiBeam { [SerializeField] public int numFireBeforeFinale; private int fireIndex; protected override EntityState InstantiateNextState() { if (fireIndex < numFireBeforeFinale - 1) { return new FireMultiBeamSmall { fireIndex = fireIndex + 1 }; } return new FireMultiBeamFinale(); } }