using System; using UnityEngine; using Unity.Behavior; using Unity.Properties; using Condition = Unity.Behavior.Condition; namespace Colosseum.AI.BehaviorActions.Conditions { /// /// 타겟이 존재하는지 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() { return Target.Value != null && Target.Value.activeInHierarchy; } } }