using UnityEngine; using UOP1.StateMachine; using UOP1.StateMachine.ScriptableObjects; [CreateAssetMenu(fileName = "IsEntityGettingHit", menuName = "State Machines/Conditions/Is Entity Getting Hit")] public class IsEntityGettingHitSO : StateConditionSO { protected override Condition CreateCondition() => new IsEntityGettingHit(); } public class IsEntityGettingHit : Condition { private Damageable _damageableEntity; public override void Awake(StateMachine stateMachine) { _damageableEntity = stateMachine.GetComponent(); } protected override bool Statement() { bool result = false; if (_damageableEntity != null) { result = _damageableEntity.GetHit; } return result; } }