using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
[CreateAssetMenu(menuName = "CharacterStateMachine/Decisions/YouAcceptedInteraction")]
public class YouAcceptedInteractionDecision : Decision
{
public override bool Decide(StateController controller)
if (Input.GetKeyDown(KeyCode.E))
return controller.Interactor != null;
return false;
}