using UnityEngine; namespace Invector.vCharacterController.AI.FSMBehaviour { public class vAICheckAnimatorParameterBool : vStateDecision { public override string categoryName { get { return "Custom Example/"; } } public override string defaultName { get { return "Check Animator Parameter Bool"; } } protected enum CompareValueMethod { True, False } [SerializeField] protected CompareValueMethod compareMethod; public string parameterName = "Bool name"; public override bool Decide(vIFSMBehaviourController fsmBehaviour) { bool boolvalue = fsmBehaviour.aiController.animator.GetBool(parameterName); return CompareBool(boolvalue); } private bool CompareBool(bool value) { switch (compareMethod) { case CompareValueMethod.True: return value == true; case CompareValueMethod.False: return value == false; } return false; } } }