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

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825 B
C#

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.characterInteraction);
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;
}
}