using System; using Colosseum.Enemy; using Unity.Behavior; using Unity.Properties; using UnityEngine; namespace Colosseum.AI.BehaviorActions.Conditions { /// /// 마지막 패턴 실행 결과가 지정한 값과 일치하는지 확인합니다. /// [Serializable, GeneratePropertyBag] [Condition(name: "Is Pattern Execution Result", story: "마지막 패턴 결과가 [Result] 인가?", id: "4ffbf07b-3fa4-42cc-9a61-75fd07b05db6")] [NodeDescription( name: "Is Pattern Execution Result", story: "마지막 패턴 결과가 [Result] 인가?", category: "Condition/Pattern")] public partial class IsPatternExecutionResultCondition : Unity.Behavior.Condition { [SerializeReference] public BlackboardVariable Result = new BlackboardVariable(BossPatternExecutionResult.Succeeded); public override bool IsTrue() { BossBehaviorRuntimeState runtimeState = GameObject.GetComponent(); return runtimeState != null && runtimeState.LastPatternExecutionResult == (Result?.Value ?? BossPatternExecutionResult.None); } } }