using System.Collections; using System.Collections.Generic; using UnityEngine; namespace MoreMountains.Tools { /// /// Transitions are a combination of one or more decisions and destination states whether or not these transitions are true or false. An example of a transition could be "_if an enemy gets in range, transition to the Shooting state_". /// [System.Serializable] public class AITransition { /// this transition's decision public AIDecision Decision; /// the state to transition to if this Decision returns true public string TrueState; /// the state to transition to if this Decision returns false public string FalseState; } }