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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;
}
}
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