local State_Node = class("State_Node") function State_Node:StateIn(entity, skillID, animName, command) local animComponent = entity.components.anim animComponent.StatePassTime:Reset(FP.Const.Zero) animComponent.StateLastPassTime:Reset(FP.Const.One):Negative() end function State_Node:StateUpdateNoCmd(entity) return LuaConst.StateType.None end function State_Node:StateOut(entity) end function State_Node:RideHorse(entity) end function State_Node:OffHorse(entity) SystemManager.SetNextState(LuaConst.StateType.Idle, entity) end return State_Node