using BehaviorDesigner.Runtime.Tasks; using Gameplay.BT.Variables; using Gameplay.Unit; public class BTAutoFight : Conditional { public SharedBattleInfo SharedBattleInfo; private GameUnit _owner; public override void OnStart() { _owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId); } public override TaskStatus OnUpdate() { if (_owner.commonData.canControl) return TaskStatus.Failure; return SharedBattleInfo.Value.AutoFight ? TaskStatus.Success : TaskStatus.Failure; } }