using System.Collections; using System.Collections.Generic; using UnityEngine; namespace MyCollections.AI.FinitStateMachine { [CreateAssetMenu(menuName = "Finite State Machine/Transition")] public class Transition : ScriptableObject { [SerializeField] private Condition condition; [SerializeField] private State targetState; [SerializeField] private Action action; public bool IsTriggered(FSM fsm) => condition.CheckCondition(fsm); public State TargetState() => targetState; public Action GetAction() => action; public Condition GetCondition() => condition; } }