using System;
using Colosseum.AI;
using Unity.Behavior;
using Unity.Properties;
using UnityEngine;
using Condition = Unity.Behavior.Condition;
namespace Colosseum.AI.BehaviorActions.Conditions
{
///
/// 지정된 패턴이 준비되었는지 확인하는 범용 조건 노드입니다.
/// Pattern 필드에 BossPatternData 에셋을 직접 할당합니다.
///
[Serializable, GeneratePropertyBag]
[Condition(name: "Check Pattern Ready", story: "[Pattern] 패턴이 준비되었는가?", id: "a1b2c3d4-1111-2222-3333-444455556666")]
[NodeDescription(
name: "Check Pattern Ready",
story: "Check [Pattern] pattern ready",
category: "Condition/Pattern")]
public partial class CheckPatternReadyCondition : Condition
{
[SerializeReference]
[Tooltip("준비 여부를 확인할 패턴")]
public BlackboardVariable Pattern;
public override bool IsTrue()
{
BossPatternData pattern = Pattern?.Value;
if (pattern == null)
return false;
return PatternReadyHelper.IsPatternReady(GameObject, pattern);
}
}
}