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;
}
}
}