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; } }