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