CapersProject/Assets/02.Scripts/BehaviorTree/Npc/Crew/Conditional/Serving.cs

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using BehaviorDesigner.Runtime.Tasks;
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using BlueWater.Npcs.Crews.Server;
using UnityEngine;
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namespace BlueWater.BehaviorTrees.Actions
{
[TaskCategory("Custom/Npc/Crew/ServerCrew")]
public class Serving : Conditional
{
private ServerCrew _serverCrew;
public override void OnAwake()
{
_serverCrew = GetComponent<ServerCrew>();
}
public override void OnStart()
{
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if (_serverCrew.OrderedCustomer)
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{
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_serverCrew.OrderedCustomer.TryMatchedServer();
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}
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if (_serverCrew.CrewInteraction != null)
{
_serverCrew.AIMovement.Move(_serverCrew.CrewInteraction.CenterTransform.position);
}
}
public override TaskStatus OnUpdate()
{
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if (!_serverCrew.CrewInteraction.CanInteractionCrew(_serverCrew))
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{
_serverCrew.AIMovement.StopMove();
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_serverCrew.CanNotServing();
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return TaskStatus.Failure;
}
if (!_serverCrew.CanInteractionPosition()) return TaskStatus.Running;
_serverCrew.AIMovement.StopMove();
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if (_serverCrew.CrewInteraction != null)
{
_serverCrew.CrewInteraction.InteractionCrew(_serverCrew);
return TaskStatus.Success;
}
_serverCrew.CanNotServing();
return TaskStatus.Failure;
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}
}
}