using System.Collections; using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(menuName = "Finite State Machine/Condition/Full Health Condition")] public class FullHealthCondition : Condition { protected override bool Test(FiniteStateMachine fsm) { if (!fsm.monoDictionary.HasKey("hp")) fsm.monoDictionary.SetValue("hp", fsm.GetComponent<Health>()); return ((fsm.monoDictionary.GetValue("hp") as Health).hp == 100); } }