using UnityEngine; namespace Invector.vCharacterController.AI.FSMBehaviour { #if UNITY_EDITOR /// /// In this example we're verifying a bool from the script /// It's just an example on how to expand the AI Controller by adding your own methods and variables /// [vFSMHelpbox("This is just an example of a custom Decision", UnityEditor.MessageType.Info)] #endif public class vCanMoveToTarget_Example : vStateDecision { public override string categoryName { get { return "Custom Example/"; } } public override string defaultName { get { return "Can MoveToTarget Example"; } } public override bool Decide(vIFSMBehaviourController fsmBehaviour) { // This custom decision that will verify the bool 'moveToTarget' and return if it's true or false return fsmBehaviour.aiController._moveToTarget; } } }