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); } } }