using Core.SaveLoad; using Interactions; using UnityEngine; namespace StateMachines.Quarry.SoundBird { /// /// Idle state for the Sound Bird - bird is landed and slot is interactable /// public class IdleState : AppleState { [Header("Slot Reference")] [Tooltip("The item slot that should be enabled when the bird is idle")] [SerializeField] private ItemSlot itemSlot; public override void OnEnterState() { // Enable the slot when the bird lands (enters idle) if (itemSlot != null) { itemSlot.SetActive(true); Debug.Log($"[IdleState] Enabled ItemSlot: {itemSlot.gameObject.name}"); } else { Debug.LogWarning("[IdleState] ItemSlot reference is null - cannot enable slot"); } } private void OnDisable() { // Disable the slot when the bird takes off if (itemSlot != null) { itemSlot.SetActive(false); Debug.Log($"[IdleState] Disabled ItemSlot: {itemSlot.gameObject.name}"); } else { Debug.LogWarning("[IdleState] ItemSlot reference is null - cannot disable slot"); } } } }