using System.Collections.Generic; using UnityEngine; namespace UOP1.StateMachine.ScriptableObjects { public abstract class StateConditionSO : ScriptableObject { [SerializeField] [Tooltip("The condition will only be evaluated once each frame and cached for subsequent uses.\r\n\r\nThe caching is based on each instance of the State Machine and of this Scriptable Object.")] internal bool cacheResult = true; /// /// Will create a new custom or use an existing one inside . /// internal StateCondition GetCondition(StateMachine stateMachine, bool expectedResult, Dictionary createdInstances) { if (createdInstances.TryGetValue(this, out var cond)) return new StateCondition(this, stateMachine, (Condition)cond, expectedResult); var condition = new StateCondition(this, stateMachine, CreateCondition(), expectedResult); createdInstances.Add(this, condition._condition); condition._condition.Awake(stateMachine); return condition; } protected abstract Condition CreateCondition(); } public abstract class StateConditionSO : StateConditionSO where T : Condition, new() { protected override Condition CreateCondition() => new T(); } }