using UnityEngine; namespace EntityStates; public class TestState2 : EntityState { public override void OnEnter() { Debug.LogFormat("{0} Entering TestState2.", base.gameObject); } public override void OnExit() { Debug.LogFormat("{0} Exiting TestState2.", base.gameObject); } public override void FixedUpdate() { if (base.isAuthority && Input.GetButton("Fire2")) { outer.SetNextState(new TestState1()); } } }