using System.Collections; using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(menuName = "Finite State Machine/Condition/End Timer Condition")] public class EndOfTimerCondition : Condition { [SerializeField] private string timerName; [SerializeField] private float time; protected override bool Test(FiniteStateMachine fsm) { if (fsm.floatDictionary.HasKey(timerName)) { if(fsm.floatDictionary.GetValue(timerName) <= 0) { fsm.floatDictionary.SetValue(timerName, time); return true; } } return false; } }