public bool FindTarget() { List <GameObject> allobj = TargetChooser.FindTargetInSector(transform.position, m_SectorRadius, transform.forward, transform.position, m_SectorDegree); List <GameObject> unendure_objs = FiltUnEndureObj(allobj); if (m_TargetChoosePriority == TargetChoosePriority.kChooseMostForward) { m_Target = TargetChooser.GetMostForwardObj(transform.position, transform.forward, m_ColliderManager.FiltEnimy(unendure_objs)); } else { m_Target = TargetChooser.GetNearestObj(transform.position, m_ColliderManager.FiltEnimy(unendure_objs)); } if (m_Target == null) { return(false); } else { m_SkillMovement.SetFacePos(m_Target.transform.position); ControlTarget(m_Target); if (!SkillManager.AttatchNodeToNode(gameObject, m_ToggleNodeName, m_Target, m_TargetNodeName)) { m_Target = null; return(false); } Vector3 pos = m_Target.transform.position; DashFire.LogicSystem.NotifyGfxUpdatePosition(m_Target, pos.x, pos.y, pos.z); } return(true); }