using System; using Colosseum.Enemy; using Unity.Behavior; using Unity.Properties; using UnityEngine; using Condition = Unity.Behavior.Condition; namespace Colosseum.AI.BehaviorActions.Conditions { [Serializable, GeneratePropertyBag] [Condition(name: "Is Charge Broken", story: "충전이 차단되었는가?", id: "e5f6a7b8-1111-2222-3333-aaaaaaaa0001")] [NodeDescription( name: "Is Charge Broken", story: "Charge was broken by accumulated damage", category: "Condition/Pattern")] public partial class IsChargeBrokenCondition : Condition { public override bool IsTrue() { BossBehaviorRuntimeState context = GameObject.GetComponent(); return context != null && context.WasChargeBroken; } } }