using UnityEngine;
using System;
[CreateAssetMenu(menuName = "CharacterStateMachine/Actions/SpyInteract")]
public class SpyInteractAction : Action
{
public override void StartAct(StateController controller)
controller.characterAnimator.SetTrigger(controller.SelectedInteraction.initiatorAnimationTrigger);
controller.characterAnimator.SetBool(CharacterAnimator.Params.Interacting, true);
controller.MoveForSelectedObjectInteraction();
}
public override void Act(StateController controller)
controller.FaceSelectedObject();
AnimatorStateInfo info = controller.animator.GetCurrentAnimatorStateInfo(0);
if (info.IsName(CharacterAnimator.GetParamName(controller.SelectedInteraction.initiatorAnimationTrigger)))
float progress = info.normalizedTime;
ProgressPanelController.ActivePanel.Progress = progress;
public override void EndAct(StateController controller)
// Debug.Log("Ending SpyInteract");
ProgressPanelController.ActivePanel.Hide();
controller.FinishInteraction();