using UnityEngine; namespace MoleMole { public class FollowAvatarStoryState : BaseFollowBaseState { private Vector3 _targetCameraPos; public FollowAvatarStoryState(MainCameraFollowState followState) : base(followState) { } public void SetEnteringLerpTarget(float targetPolar) { maskedShortStates.Add(_owner.rotateToAvatarFacingState); } public override void Enter() { _targetCameraPos = _owner.cameraPosition + new Vector3(1f, 0f, 0f); } public override void Update() { _owner.cameraPosition = _targetCameraPos; } public void StopStoryState() { Exit(); } public override void Exit() { if (maskedShortStates.Contains(_owner.rotateToAvatarFacingState)) { maskedShortStates.Remove(_owner.rotateToAvatarFacingState); } _owner.forwardDeltaAngle = 0f; } public override void ResetState() { } } }