using UnityEngine; using UOP1.StateMachine; using UOP1.StateMachine.ScriptableObjects; [CreateAssetMenu(menuName = "State Machines/Conditions/Is Holding Attack Action")] public class IsHoldingAttackActionConditionSO : StateConditionSO { } public class IsHoldingAttackActionCondition : Condition { //Component references private Protagonist _protagonistScript; public override void Awake(StateMachine stateMachine) { _protagonistScript = stateMachine.GetComponent(); } protected override bool Statement() { return _protagonistScript.attackInput; } }