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