- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class Transition : ScriptableObject
- {
- public int weight;
- public Condition condition;
- public Action action;
- public State goalState;
- public bool IsTriggered(FiniteStateMachine fsm)
- {
- return condition == null || (condition != null && condition.DoTest(fsm));
- }
- public State GetTargetState()
- {
- return goalState;
- }
- }