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