namespace Gameplay.Summon { public class SummonStateNothingIdle : BaseSummonState { public SummonStateNothingIdle(BaseSummon owner) : base(owner, ESummonState.Idle) { } protected override void _OnRunning() { base._OnRunning(); if (owner.runtimeData.remainExistTime <= 0) { isFinished = true; nextState = ESummonState.WaitRemove; } if (owner.aliveData.currentHp <= 0) { isFinished = true; nextState = ESummonState.WaitRemove; } } } }