using UnityEngine; using UnityAtoms.BaseAtoms; namespace UnityAtoms.FSM { [EditorIcon("atom-icon-hotpink")] [AddComponentMenu("Unity Atoms/FSM/Finite State Machine Instancer")] public class FiniteStateMachineInstancer : AtomVariableInstancer< FiniteStateMachine, StringPair, string, StringEvent, StringPairEvent, StringStringFunction, AtomCollection, AtomList> { protected override void ImplSpecificSetup() { if (_base.TransitionStarted != null) { _inMemoryCopy.TransitionStarted = Instantiate(_base.TransitionStarted); } if (_base.CompleteCurrentTransition != null) { _inMemoryCopy.CompleteCurrentTransition = Instantiate(_base.CompleteCurrentTransition); } } } }