using UnityEngine; using UOP1.StateMachine; using UOP1.StateMachine.ScriptableObjects; [CreateAssetMenu(fileName = "IsCritterKilled", menuName = "State Machines/Conditions/Is Critter Killed")] public class IsCritterKilledHitSO : StateConditionSO { protected override Condition CreateCondition() => new IsCritterKilled(); } public class IsCritterKilled : Condition { private Critter _critter; public override void Awake(StateMachine stateMachine) { _critter = stateMachine.GetComponent(); } protected override bool Statement() { bool result = false; if (_critter != null) { result = _critter.isDead; } return result; } }