using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
[CreateAssetMenu(menuName = "AI/Condiction/CanResetAttack")]
public class CanResetAttackCondition : Condiction
{
[SerializeField]
private bool negation;
public override bool Test(FiniteStateMachine fsm)
{
if (fsm.dicVecs.HasKey("groundPoint") && fsm.dicBools.HasKey("Colliding") && fsm.dicBools.HasKey("Attacking"))
{
if (fsm.dicBools.GetValue("Colliding") && fsm.dicBools.GetValue("Attacking"))
return !negation;
}
return negation;
}
}