public override BT_NodeStates Evaluate() { Transform target = m_AI.GetTarget(); Vector3 agentPos = m_AI.GetAgentTransform().position; Vector3 targetPos = target.position; float dist = Vector3.Distance(agentPos, targetPos); if (PlayerAction.instance.mStatus == PlayerAction.PlayerStatus.Hide) { m_range = 0; } if ((target.tag == "Player") && (dist < m_range)) { m_AI.GetAgentTransform().transform.GetComponent <SpriteRenderer>().color = Color.red; m_AI.SetCondition(true); return(BT_NodeStates.SUCESS); } else { m_AI.GetAgentTransform().transform.GetComponent <SpriteRenderer>().color = Color.white; return(BT_NodeStates.FAILURE); } }