using System.Collections; using System.Collections.Generic; using UnityEngine; public class ConditionJumpDone : ConditionBase { JumpState m_Jump; float m_T; public ConditionJumpDone(JumpState jump, float t = 1f) { m_Jump = jump; m_T = t; } public override bool Evaluate() { return m_Jump.IsJumpDone(m_T); } }