using UnityEngine; namespace EntityStates; public class SleepState : EntityState { public override void OnEnter() { base.OnEnter(); Animator modelAnimator = GetModelAnimator(); if ((bool)modelAnimator) { int layerIndex = modelAnimator.GetLayerIndex("Body"); modelAnimator.Play("Sleep", layerIndex, 0f); } } public override void FixedUpdate() { base.FixedUpdate(); } public override InterruptPriority GetMinimumInterruptPriority() { return InterruptPriority.Any; } }