using GameplayIngredients.StateMachines; using NaughtyAttributes; using UnityEngine; namespace GameplayIngredients.Logic { public class StateLogic : LogicBase { public StateMachine StateMachine; public State TargetState; [ReorderableList] public Callable[] IfCurrentState; [ReorderableList] public Callable[] IfNotCurrentState; public override void Execute(GameObject instigator = null) { if (StateMachine.CurrentState == TargetState && IfCurrentState != null && IfCurrentState.Length > 0) Call(IfCurrentState, instigator); if (StateMachine.CurrentState != TargetState && IfNotCurrentState != null && IfNotCurrentState.Length > 0) Call(IfNotCurrentState, instigator); } } }