public NodeStates IsRanged() { if (tWeapon != null) { if (tWeapon.IsRange()) { return(NodeStates.success); } } else { tWeapon = GetComponentInChildren <WeaponAttack>(); } return(NodeStates.fail); }
public NodeStates InRangeAndSight() { if (weaponAttack != null) { if (weaponAttack.IsRange()) { return(NodeStates.success); } } else { weaponAttack = GetComponentInChildren <WeaponAttack>(); } return(NodeStates.fail); }