using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.GameObjects.Components.Mobs.State
{
///
/// Defines the blocking effects of an associated
/// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or
/// exiting the state.
///
public interface IMobState : IActionBlocker
{
///
/// Called when this state is entered.
///
void EnterState(IEntity entity);
///
/// Called when this state is left for a different state.
///
void ExitState(IEntity entity);
///
/// Called when this state is updated.
///
void UpdateState(IEntity entity);
}
}