using System.Collections; using System.Collections.Generic; using UnityEngine; public class ConditionCheckJumpState : ConditionBase { JumpState m_State; JumpState.Stage m_Stage; JumpState.Direction m_Direction; public ConditionCheckJumpState(JumpState state, JumpState.Stage stage = JumpState.Stage.None, JumpState.Direction direction = JumpState.Direction.None) { m_State = state; m_State = state; m_Direction = direction; } public override bool Evaluate() { if (m_State == null) return false; if (m_Stage != JumpState.Stage.None && m_Direction != JumpState.Direction.None) { return m_State.CurStage == m_Stage && m_State.CurDirection == m_Direction; } else if (m_Stage != JumpState.Stage.None && m_Direction == JumpState.Direction.None) { return m_State.CurStage == m_Stage; } else if (m_Stage == JumpState.Stage.None && m_Direction != JumpState.Direction.None) { return m_State.CurDirection == m_Direction; } else return false; } }