using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "AI/Transition")]
public class Transition : ScriptableObject
{
[SerializeField]
private Condiction decision;
[SerializeField]
private Action action;
[SerializeField]
private State targetState;
public bool IsTriggered(FiniteStateMachine fsm)
{
return decision.Test(fsm);
}
public State GetTargetState()
{
return targetState;
}
public Action GetAction()
{
return action;
}
}