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project-undercover/Project Undercover/Assets/Scripts/CharacterStateMachine/DecisionScripts/WaitForTransitionDecision.cs

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