CapersProject/Assets/02.Scripts/BehaviorTree/Enemy/Boss/Conditional/CanSkill.cs

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2024-06-03 18:26:03 +00:00
using System;
using BehaviorDesigner.Runtime.Tasks;
using BlueWater.Enemies.Bosses;
using UnityEngine;
namespace BlueWater.BehaviorTrees.Enemies.Bosses.Conditionals
{
[TaskCategory("Custom/Enemy/Boss")]
[Serializable]
public class CanSkill : Conditional
{
[SerializeField]
private BossSkillName _bossSkillName;
private Boss _boss;
public override void OnAwake()
{
_boss = transform.GetComponent<Boss>();
}
public override TaskStatus OnUpdate()
{
return _boss.CanSkill(_bossSkillName.ToString()) ? TaskStatus.Success : TaskStatus.Failure;
}
}
}