CapersProject/Assets/02.Scripts/DDD/BehaviorTree/Npc/Action/HasReachedDestination.cs

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using System;
using BehaviorDesigner.Runtime.Tasks;
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using DDD.Enemies;
using Action = BehaviorDesigner.Runtime.Tasks.Action;
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namespace DDD.BehaviorTrees.Actions
{
[TaskCategory("Custom")]
[Serializable]
public class HasReachedDestination : Action
{
private AiMovement _aiMovement;
public override void OnAwake()
{
_aiMovement = transform.GetComponent<AiMovement>();
}
public override TaskStatus OnUpdate()
{
if (!_aiMovement.HasReachedDestination()) return TaskStatus.Running;
_aiMovement.StopMove();
return TaskStatus.Success;
}
}
}