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Packages/Common~/Extensions/AI/Nodes/CheckTargetBySensor.cs
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34
Packages/Common~/Extensions/AI/Nodes/CheckTargetBySensor.cs
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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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using NodeCanvas.BehaviourTrees;
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using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using NodeCanvas.Tasks.Actions;
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using BITKit;
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using System.Linq;
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using BITKit.Entities;
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using BITKit.Sensors;
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using Cysharp.Threading.Tasks;
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namespace BITKit.Nodes
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{
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public class CheckTargetBySensor : ConditionTask
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{
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[BlackboardOnly]
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public BBParameter<Transform> target;
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[BlackboardOnly]
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public BBParameter<List<Transform>> targets;
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EntityHealth entityHealth;
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protected override bool OnCheck()
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{
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if (target.isNoneOrNull is false && targets.value.Contains(target.value))
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{
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if (target.value.TryGetComponent<EntityHealth>(out entityHealth))
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{
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return entityHealth.healthPoint >= 0;
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};
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}
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return false;
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}
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}
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}
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