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; } }