using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "CharacterStateMachine/Decisions/WaitForTransition")]
public class WaitForTransitionDecision : Decision
{
public override bool Decide(StateController controller)
string fromState = CharacterAnimator.GetParamName(controller.SelectedInteraction.initiatorAnimationTrigger);
string toState = CharacterAnimator.GetParamName(CharacterAnimator.Params.Idle);
string transitionName = fromState + " -> " + toState;
var currentTransition = controller.animator.GetAnimatorTransitionInfo(0);
if (currentTransition.IsName(transitionName))
controller.SelectedInteraction.ExecuteResult(controller);
return true;
}
return false;