using BehaviorDesigner.Runtime.Tasks; using Gameplay.BT.Variables; using Gameplay.Level; namespace Code.Scripts.Gameplay.BT.Conditional { public class BTFallBackAI : BehaviorDesigner.Runtime.Tasks.Conditional { public SharedBattleInfo SharedBattleInfo; public override TaskStatus OnUpdate() { return SharedBattleInfo.Value.AIName is LevelData.AIType.FallBackAI or LevelData.AIType.FallBackIntensifyAI ? TaskStatus.Success : TaskStatus.Failure; } } }