35 lines
1018 B
C#
35 lines
1018 B
C#
using NodeCanvas.Framework;
|
|
using ParadoxNotion.Design;
|
|
using UnityEngine;
|
|
|
|
namespace Reset.Units {
|
|
[Category("Reset/Units")]
|
|
[Description("Returns true if this unit is in the same spawn group as the provided value.")]
|
|
public class CheckIfSpawnmate : ConditionTask<Enemy>{
|
|
protected override string info{ get => $"{target} is spawnmate"; }
|
|
|
|
public BBParameter<GameObject> target;
|
|
|
|
//Use for initialization. This is called only once in the lifetime of the task.
|
|
//Return null if init was successfull. Return an error string otherwise
|
|
protected override string OnInit(){
|
|
return null;
|
|
}
|
|
|
|
//Called whenever the condition gets enabled.
|
|
protected override void OnEnable() {
|
|
|
|
}
|
|
|
|
//Called whenever the condition gets disabled.
|
|
protected override void OnDisable() {
|
|
|
|
}
|
|
|
|
//Called once per frame while the condition is active.
|
|
//Return whether the condition is success or failure.
|
|
protected override bool OnCheck(){
|
|
return agent.relatedSpawner.enemies.Contains(target.value);
|
|
}
|
|
}
|
|
} |