- 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;
- }
- }