using System.Collections; using System.Collections.Generic; using UnityEngine; using NodeCanvas.BehaviourTrees; using NodeCanvas.Framework; using ParadoxNotion.Design; using NodeCanvas.Tasks.Actions; using BITKit; using System.Linq; using BITKit.Entities; using BITKit.Sensors; using Cysharp.Threading.Tasks; namespace BITKit.Nodes { public class CheckTargetBySensor : ConditionTask { [BlackboardOnly] public BBParameter target; [BlackboardOnly] public BBParameter> targets; EntityHealth entityHealth; protected override bool OnCheck() { if (target.isNoneOrNull is false && targets.value.Contains(target.value)) { if (target.value.TryGetComponent(out entityHealth)) { return entityHealth.healthPoint >= 0; }; } return false; } } }