using System.Collections; using System.Collections.Generic; using UnityEngine; public class FSMSave : ScriptableObject { public string title; public List<SavedElement> states; public string rootFolder; private void Awake() { if (states == null) { states = new List<SavedElement>(); } } [System.Serializable] public struct SavedElement { public State node; public Vector2 position; public SavedElement(State v,Vector2 pos) { this.node = v; this.position = pos; } } }