using Opsive.BehaviorDesigner.Runtime.Tasks; using Opsive.GraphDesigner.Runtime.Variables; using Opsive.Shared.Utility; using UnityEngine; namespace Cielonos.MainGame.Characters.AI { [Category("Cielonos")] [Description("检查当前能量是否足够")] public class IsEnoughEnergy : AutomataConditionalBase { private AttributeSubmodule attributeSm; public SharedVariable valueForCheck; public override void OnAwake() { base.OnAwake(); attributeSm = self.attributeSm; } public override TaskStatus OnUpdate() { float attributeValue = attributeSm["Energy"]; return attributeValue >= valueForCheck.Value ? TaskStatus.Success : TaskStatus.Failure; } } }