using UnityEngine;
[CreateAssetMenu(menuName = "CharacterStateMachine/Decisions/InitiatedInteraction")]
public class InitiatedInteractionDecision : Decision
{
public override bool Decide(StateController controller)
return Input.GetKeyDown(KeyCode.E) &&
InteractionPanelController.InteractionPrompted() &&
controller.SelectedObject != null &&
controller.SelectedInteraction != null;
}