CapersProject/Assets/02.Scripts/BlueWater/BehaviorTree/Npc/Crew/Conditional/Serving.cs
2025-02-10 11:13:46 +09:00

53 lines
1.5 KiB
C#

using BehaviorDesigner.Runtime.Tasks;
using DDD.Npcs.Crews.Server;
using UnityEngine;
namespace DDD.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()
{
if (_serverCrew.OrderedCustomer)
{
_serverCrew.OrderedCustomer.TryMatchedServer();
}
if (_serverCrew.CrewInteraction != null)
{
_serverCrew.AIMovement.Move(_serverCrew.CrewInteraction.CenterTransform.position);
}
}
public override TaskStatus OnUpdate()
{
if (!_serverCrew.CrewInteraction.CanInteractionCrew(_serverCrew))
{
_serverCrew.AIMovement.StopMove();
_serverCrew.CanNotServing();
return TaskStatus.Failure;
}
if (!_serverCrew.CanInteractionPosition()) return TaskStatus.Running;
_serverCrew.AIMovement.StopMove();
if (_serverCrew.CrewInteraction != null)
{
_serverCrew.CrewInteraction.InteractionCrew(_serverCrew);
return TaskStatus.Success;
}
_serverCrew.CanNotServing();
return TaskStatus.Failure;
}
}
}