public override bool IsActionComplete() { if (Action != null && Action.IsActive() == false) { return(true); } return(false); }
public override bool IsActionComplete() { if (Action != null && Action.IsActive() == false) { //UnityEngine.Debug.Log(this.ToString() + " complete !"); return(true); } return(false); }
public override bool IsActionComplete() { if (Action != null) { if (Action.IsActive() == false || Owner.BlackBoard.DistanceToTarget < Owner.BlackBoard.WeaponRange * 0.5f) { return(true); } } return(false); }
public override void Deactivate() { Owner.WorldState.SetWSProperty(E_PropKey.AtTargetPos, true); if (Action != null && Action.IsActive()) { AgentActionIdle a = AgentActionFactory.Create(AgentActionFactory.E_Type.Idle) as AgentActionIdle; Owner.BlackBoard.ActionAdd(a); } base.Deactivate(); }