FSMState

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public abstract class FSMState  {
    protected Dictionary<Transition, State> stateDic = new Dictionary<Transition, State>();
    public  State state;

    protected Vector3 target;
    protected Transform[] wayPonts;
    protected float moveSpeed;
    protected float turnSpeed;
    protected float chaseDistance = 20;
    protected float arriveDistance = 0.5f;
    protected float attackDistance = 1.5f;

    public void AddState(Transition trans,State state)
    {
        if (stateDic.ContainsKey(trans)) return;
        stateDic.Add(trans,state);
    }

    public void DeleteState(Transition trans)
    {
        if (stateDic.ContainsKey(trans))
        {
            stateDic.Remove(trans);
        }
    }

    public State GetState(Transition trans)
    {
            return stateDic[trans];
    }

    public abstract void Reason(Transform player, Transform aiObj);
    public abstract void Action(Transform player, Transform aiObj);

    public void FindNextPoint()
    {
        int index = Random.Range(0, wayPonts.Length);
        target = wayPonts[index].position;
    }
}

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