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