using System.Collections; using System.Collections.Generic; using UnityEngine; public class ConditionCheckJumpState : ConditionBase { JumpAbility m_Ability; JumpAbility.State m_State; JumpAbility.Direction m_Direction; public ConditionCheckJumpState(JumpAbility ability, JumpAbility.State state = JumpAbility.State.None, JumpAbility.Direction direction = JumpAbility.Direction.None) { m_Ability = ability; m_State = state; m_Direction = direction; } public override bool Evaluate() { if (m_Ability == null) return false; if (m_State != JumpAbility.State.None && m_Direction != JumpAbility.Direction.None) { return m_Ability.CurState == m_State && m_Ability.CurDirection == m_Direction; } else if (m_State != JumpAbility.State.None && m_Direction == JumpAbility.Direction.None) { return m_Ability.CurState == m_State; } else if (m_State == JumpAbility.State.None && m_Direction != JumpAbility.Direction.None) { return m_Ability.CurDirection == m_Direction; } else return false; } }