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

48 lines
1.3 KiB
C#

using System;
using BehaviorDesigner.Runtime.Tasks;
using DDD.Npcs.Customers;
using DDD.Tycoons;
using DDD.Utility;
using UnityEngine;
using Random = UnityEngine.Random;
namespace DDD.BehaviorTrees.Actions
{
[TaskCategory("Custom/Npc/Customer")]
[Serializable]
public class CanVomit : Conditional
{
private Customer _customer;
private bool _canVomit;
private bool _isVomiting;
private Vector3 _vomitingPosition;
public override void OnAwake()
{
_customer = GetComponent<Customer>();
}
public override void OnStart()
{
if (!_customer.CanVomit)
{
_canVomit = false;
return;
}
_customer.MoveMoneyCounter();
var random = Random.Range(0f, 100f);
if (random <= TycoonManager.Instance.TycoonStageController.StageDataSo.VomitingPercent)
{
_canVomit = true;
_vomitingPosition = Utils.RandomPositionOnGraph(1);
_customer.AIMovement.Move(_vomitingPosition);
}
}
public override TaskStatus OnUpdate()
{
return _canVomit ? TaskStatus.Success : TaskStatus.Failure;
}
}
}