2023-09-12 14:46:57 +00:00
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// using BehaviorDesigner.Runtime;
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// using BehaviorDesigner.Runtime.Tasks;
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// using UnityEngine;
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//
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// // ReSharper disable once CheckNamespace
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// namespace BlueWaterProject
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// {
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// [TaskCategory("Custom/Conditional")]
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// public class CanAttackInOffense : Conditional
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// {
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// [RequiredField] public SharedAiStat aiStat;
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// [RequiredField] public SharedIslandInfo islandInfo;
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// [RequiredField] public SharedTransform targetTransform;
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//
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// public override TaskStatus OnUpdate()
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// {
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// if (!targetTransform.Value || !islandInfo.Value.TargetAllList.Contains(targetTransform.Value)) return TaskStatus.Failure;
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//
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// var targetToDistance = Vector3.Distance(targetTransform.Value.position, transform.position);
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// var targetInAttackRange = targetToDistance <= aiStat.Value.AtkRange;
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//
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// return targetInAttackRange ? TaskStatus.Success : TaskStatus.Failure;
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// }
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// }
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// }
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