using System;
using UnityEngine;
using Unity.Behavior;
using Unity.Properties;
using Condition = Unity.Behavior.Condition;
using Colosseum.Combat;
namespace Colosseum.AI.BehaviorActions.Conditions
{
///
/// 타겟이 존재하고 살아있는지 확인합니다.
///
[Serializable, GeneratePropertyBag]
[NodeDescription(name: "Has Target", story: "Has [Target]", category: "Combat")]
public partial class HasTargetCondition : Condition
{
[SerializeReference]
public BlackboardVariable Target;
public override bool IsTrue()
{
if (Target.Value == null || !Target.Value.activeInHierarchy)
{
return false;
}
// 타겟이 사망했는지 확인
IDamageable damageable = Target.Value.GetComponent();
if (damageable != null && damageable.IsDead)
{
return false;
}
return true;
}
}
}