using UnityEngine; using UOP1.StateMachine; using UOP1.StateMachine.ScriptableObjects; [CreateAssetMenu(fileName = "IsHoldingJump", menuName = "State Machines/Conditions/Is Holding Jump")] public class IsHoldingJumpConditionSO : StateConditionSO { } public class IsHoldingJumpCondition : Condition { //Component references private Character _characterScript; public override void Awake(StateMachine stateMachine) { _characterScript = stateMachine.GetComponent(); } public override bool Statement() => _characterScript.jumpInput; }