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(); } public override TaskStatus OnUpdate() { return _boss.CanSkill(_bossSkillName.ToString()) ? TaskStatus.Success : TaskStatus.Failure; } } }