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(); } }