using System.Collections.Generic; using UnityEngine; namespace UOP1.StateMachine.ScriptableObjects { public abstract class StateConditionSO : ScriptableObject { internal StateCondition GetCondition(StateMachine stateMachine, bool expectedResult, Dictionary createdInstances) { if (createdInstances.TryGetValue(this, out var cond)) return new StateCondition((Condition)cond, expectedResult); var condition = new StateCondition(CreateCondition(), expectedResult); createdInstances.Add(this, condition._condition); condition._condition.Awake(stateMachine); return condition; } protected abstract Condition CreateCondition(); } public abstract class StateConditionSO : StateConditionSO where T : Condition, new() { protected override Condition CreateCondition() => new T(); } }