#include "State/DA_StateGatingTable.h"

bool UDA_StateGatingTable::IsActionGated(FGameplayTag ActionTag, FGameplayTag CurrentState) const
{
	for (const FStateGatingRule& Rule : GatingRules)
	{
		if (Rule.ActionTag == ActionTag && Rule.BlockedByState == CurrentState)
		{
			return Rule.bIsBlocked;
		}
	}
	return false;
}
