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using BehaviorDesigner.Runtime.Tasks;
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using Gameplay.BT.Variables;
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using Gameplay.Level;
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using Gameplay.Unit;
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using Framework;
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namespace Code.Scripts.Gameplay.BT.Conditional
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{
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/// <summary>
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///
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/// </summary>
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public class BTChainTrigger : BehaviorDesigner.Runtime.Tasks.Conditional
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{
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public SharedBattleInfo SharedBattleInfo;
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private GameUnit _owner;
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public override void OnStart()
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{
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_owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId);
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}
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public override TaskStatus OnUpdate()
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{
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if (_owner != null && SharedBattleInfo.Value.AttachAIName == LevelData.AttachAIType.ChainAI &&
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SharedBattleInfo.Value.theChosenOneId != Constants.INVALID_UINT_ID)
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{
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return TaskStatus.Success;
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}
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return TaskStatus.Failure;
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}
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}
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}
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