using System.Collections.Generic;
using UnityEngine;
namespace UOP1.StateMachine.ScriptableObjects
{
public abstract class StateConditionSO : ScriptableObject
{
///
/// Will create a new custom or use an existing one inside .
///
internal StateCondition GetCondition(StateMachine stateMachine, bool expectedResult, Dictionary createdInstances)
{
if (!createdInstances.TryGetValue(this, out var obj))
{
var condition = CreateCondition();
condition._originSO = this;
createdInstances.Add(this, condition);
condition.Awake(stateMachine);
obj = condition;
}
return new StateCondition(stateMachine, (Condition)obj, expectedResult);
}
protected abstract Condition CreateCondition();
}
public abstract class StateConditionSO : StateConditionSO where T : Condition, new()
{
protected override Condition CreateCondition() => new T();
}
}