- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- [CreateAssetMenu(menuName = "Finite State Machine/Condition/Is At Destination Condition")]
- public class IsAtDestinationCondition : Condition
- {
- protected override bool Test(FiniteStateMachine fsm)
- {
- if (!fsm.booleanDictionary.HasKey("escaping")) fsm.booleanDictionary.SetValue("escaping", false);
- if (fsm.booleanDictionary.GetValue("escaping"))
- {
- return fsm.GetAgent().IsAtDestination();
- }
- else return false;
-
- }
- }