- using MyCollections.AI.FinitStateMachine;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- [CreateAssetMenu(menuName = "Finite State Machine/Condition/IsNotTalking")]
- public class NotTalking : Condition
- {
- public override bool CheckCondition(FSM fsm)
- {
- InteractableNPC controller = fsm.Controller as InteractableNPC;
- if (controller != null)
- {
- return controller.DialogueManager.CurrentStory == null;
- }
- Debug.LogError($"Controller is null: {nameof(InteractableNPC)}");
- return false;
- }
- }