- 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);
- }
- }