Unity_Project/Assets/Scripts/FishMachine.cs
/// <summary>
/// Does all the miscellaneous work associated with changing states. Calling this function will properly change states,
/// but does not check to make sure the transition requirements are fufilled
/// </summary>
/// <param name="to">The state that the machine will change to</param>
Does all the miscellaneous work associated with changing states. Calling this function will properly change states,
but does not check to make sure the transition requirements are fufilled
Does all the miscellaneous work associated with changing states . Calling this function will properly change states but does not check to make sure the transition requirements are fufilled
private void ChangeState(State to)
    {
        Debug.Log($"Changing from {CurrentState} to {to}");
        CurrentState = to;
        timerStartTime = -1.0f;
        UpdateFishCondition(to);
    }
private void ChangeState ( State to ) { Debug . Log ( $" Changing from  { CurrentState }  to  { to } " ) ; CurrentState = to ; timerStartTime = - 1.0f ; UpdateFishCondition ( to ) ; }
Does all the miscellaneous work associated with changing states.
Does all the miscellaneous work associated with changing states .
//Change the current state //Reset the timer //If the state we are transitioning to has any associated mood/condition changes, enact them
to
State
The state that the machine will change to
The state that the machine will change to