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; } }