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- // State.cs
- public class State : ScriptableObject
- {
- public Transition transition;
- private bool canChangeState;
- // Called each frame
- public void UpdateState (StateMachine _stateMachine)
- {
- CheckTransition(_stateMachine);
- }
- private void CheckTransition (StateMachine _stateMachine)
- {
- if (transition != null)
- {
- bool decisionSucceeded = transition.condition.Decide();
- if (decisionSucceeded && canChangeState)
- {
- _stateMachine.ChangeState(transition.nextState);
- canChangeState = false;
- }
- }
- }
- }
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