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();
}
}