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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// 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_".
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/// </summary>
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[System.Serializable]
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public class AITransition
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{
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/// this transition's decision
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public AIDecision Decision;
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/// the state to transition to if this Decision returns true
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public string TrueState;
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/// the state to transition to if this Decision returns false
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public string FalseState;
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}
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}
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