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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);
    }
}