- Assets/_Game/ 하위로 게임 에셋 통합 - External/ 패키지 벤더별 분류 (Synty, Animations, UI) - 에셋 네이밍 컨벤션 확립 및 적용 (Data_Skill_, Data_SkillEffect_, Prefab_, Anim_, Model_, BT_ 등) - pre-commit hook으로 네이밍 컨벤션 자동 검사 추가 - RESTRUCTURE_CHECKLIST.md 작성 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
32 lines
755 B
C#
32 lines
755 B
C#
using System;
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using Unity.Behavior;
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using UnityEngine;
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using Action = Unity.Behavior.Action;
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using Unity.Properties;
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[Serializable, GeneratePropertyBag]
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[NodeDescription(name: "Wait", story: "대기", category: "Action", id: "73b84bd4bc0eb61c998ac84c9853a69d")]
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public partial class WaitAction : Action
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{
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[SerializeReference]
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public BlackboardVariable<float> Duration = new BlackboardVariable<float>(1f);
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private float startTime;
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protected override Status OnStart()
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{
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startTime = Time.time;
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return Status.Running;
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}
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protected override Status OnUpdate()
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{
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if (Time.time - startTime >= Duration.Value)
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{
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return Status.Success;
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}
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return Status.Running;
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}
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}
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