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