BITKit/Packages/Runtime~/Unity/Extensions/AI/Nodes/TargetIsValid.cs

37 lines
934 B
C#

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<GameObject> target;
EntityHealth entityHealth;
protected override bool OnCheck()
{
if (target.isNoneOrNull)
{
return false;
}
else
{
if (target.value.TryGetComponent<EntityHealth>(out entityHealth))
{
if (entityHealth.healthPoint >= 0)
{
return true;
}
}
return false;
}
}
}
}