CapersProject/Assets/02.Scripts/BlueWater/BehaviorTree/Npc/Customer/Action/EatCocktail.cs
2025-02-10 11:13:46 +09:00

38 lines
919 B
C#

using System;
using BehaviorDesigner.Runtime.Tasks;
using DDD.Npcs.Customers;
using UnityEngine;
using Action = BehaviorDesigner.Runtime.Tasks.Action;
namespace DDD.BehaviorTrees.Actions
{
[TaskCategory("Custom/Npc/Customer")]
[Serializable]
public class EatCocktail : Action
{
private Customer _customer;
private float _elapsedTime;
public override void OnAwake()
{
_customer = GetComponent<Customer>();
}
public override void OnStart()
{
_elapsedTime = 0;
}
public override TaskStatus OnUpdate()
{
if (_elapsedTime <= _customer.CurrentLevelData.EatingTime)
{
_elapsedTime += Time.deltaTime;
return TaskStatus.Running;
}
_customer.FinishFood();
return TaskStatus.Success;
}
}
}