using System.Collections; using System.Collections.Generic; using BITKit.Entities; using UnityEngine; using NodeCanvas.Tasks; using NodeCanvas.Framework; using BITKit.SubSystems; using BITKit.SubSystems.Quest; using NodeCanvas.BehaviourTrees; namespace BITKit { public class TargetIsAlive : ConditionTask { public BBParameter target; protected override bool OnCheck() { if (target.isNoneOrNull) return false; if (target.value.transform.TryGetComponent(out var health)) { return health.HealthPoint >= 0; } return true; } } }