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using BehaviorDesigner.Runtime.Tasks;
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using Gameplay.BT.Variables;
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public class BTAutoFight : Conditional
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{
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public SharedBattleInfo SharedBattleInfo;
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public override TaskStatus OnUpdate()
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{
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return SharedBattleInfo.Value.AutoFight
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? TaskStatus.Success
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: TaskStatus.Failure;
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}
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} |