using System;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
namespace Colosseum.AI.BehaviorActions.Conditions
{
///
/// 후보 패턴 중 현재 실행 가능한 패턴이 하나라도 있는지 확인합니다.
///
[Serializable, GeneratePropertyBag]
[Condition(name: "Has Any Ready Pattern", story: "후보 패턴 중 실행 가능한 패턴이 있는가?", id: "f2c9e62a-f5ea-43c5-8e88-b94a449e7c7f")]
[NodeDescription(
name: "Has Any Ready Pattern",
story: "후보 패턴 중 실행 가능한 패턴이 있는가?",
category: "Condition/Pattern")]
public partial class HasAnyReadyPatternCondition : Unity.Behavior.Condition
{
[SerializeReference] public BlackboardVariable Pattern1;
[SerializeReference] public BlackboardVariable Weight1 = new BlackboardVariable(1f);
[SerializeReference] public BlackboardVariable Pattern2;
[SerializeReference] public BlackboardVariable Weight2 = new BlackboardVariable(1f);
[SerializeReference] public BlackboardVariable Pattern3;
[SerializeReference] public BlackboardVariable Weight3 = new BlackboardVariable(1f);
[SerializeReference] public BlackboardVariable Pattern4;
[SerializeReference] public BlackboardVariable Weight4 = new BlackboardVariable(1f);
[SerializeReference] public BlackboardVariable Pattern5;
[SerializeReference] public BlackboardVariable Weight5 = new BlackboardVariable(1f);
public override bool IsTrue()
{
WeightedPatternCandidate[] candidates =
{
new WeightedPatternCandidate(Pattern1?.Value, Weight1?.Value ?? 0f),
new WeightedPatternCandidate(Pattern2?.Value, Weight2?.Value ?? 0f),
new WeightedPatternCandidate(Pattern3?.Value, Weight3?.Value ?? 0f),
new WeightedPatternCandidate(Pattern4?.Value, Weight4?.Value ?? 0f),
new WeightedPatternCandidate(Pattern5?.Value, Weight5?.Value ?? 0f),
};
return WeightedPatternSelector.HasAnyReadyPattern(GameObject, candidates);
}
}
}