using System.Collections; using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(menuName = "Finite State Machine/Condition/Or Condition")] public class OrCondition : Condition { public List<Condition> orConditions; protected override bool Test(FiniteStateMachine fsm) { bool result = false; if (orConditions != null) { foreach (Condition condition in orConditions) { result = (condition != null && condition.DoTest(fsm)); if (result) { return true; } } } return false; } }