CapersProject/Assets/02.Scripts/BehaviorTree/Npc/Customer/Action/Vomit.cs

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using System;
using BehaviorDesigner.Runtime.Tasks;
using BlueWater.Npcs.Customers;
using UnityEngine;
using Action = BehaviorDesigner.Runtime.Tasks.Action;
namespace BlueWater.BehaviorTrees.Actions
{
[TaskCategory("Custom/Npc/Customer")]
[Serializable]
public class Vomit : Action
{
private Customer _customer;
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private bool _isVomiting;
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private Vector3 _vomitingPosition;
public override void OnAwake()
{
_customer = GetComponent<Customer>();
}
public override TaskStatus OnUpdate()
{
if (!_customer.AIMovement.HasReachedDestination()) return TaskStatus.Running;
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if (!_isVomiting)
{
_customer.Vomit();
_isVomiting = true;
return TaskStatus.Running;
}
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return _customer.IsVomited ? TaskStatus.Success : TaskStatus.Running;
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}
}
}