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

45 lines
1.1 KiB
C#

using System;
using System.Collections;
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 Vomit : Action
{
private Customer _customer;
private bool _isArrivedVomitPosition;
private bool _isVomiting;
private Vector3 _vomitingPosition;
public override void OnAwake()
{
_customer = GetComponent<Customer>();
}
public override TaskStatus OnUpdate()
{
if (!_isArrivedVomitPosition)
{
if (_customer.AIMovement.HasReachedDestination())
{
_isArrivedVomitPosition = true;
}
return TaskStatus.Running;
}
if (!_isVomiting)
{
_customer.Vomit();
_isVomiting = true;
}
return _customer.IsVomited ? TaskStatus.Success : TaskStatus.Running;
}
}
}