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; } }