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; namespace BITKit.Nodes { public class TargetIsValid : ConditionTask { [BlackboardOnly] public BBParameter target; EntityHealth entityHealth; protected override bool OnCheck() { if (target.isNoneOrNull) { return false; } else { if (target.value.TryGetComponent(out entityHealth)) { if (entityHealth.healthPoint >= 0) { return true; } } return false; } } } }