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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Samples
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{
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
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using Opsive.BehaviorDesigner.Samples.SceneManagers;
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using Opsive.GraphDesigner.Runtime.Variables;
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using UnityEngine;
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/// <summary>
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/// Attacks the player.
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/// </summary>
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[Shared.Utility.Category("Behavior Designer Samples")]
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public class Attack: Action
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{
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[Tooltip("The agent that should attack.")]
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[RequireShared]
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[SerializeField] protected SharedVariable<GameObject> m_AttackAgent;
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private GameObject m_Player;
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private Health m_PlayerHealth;
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/// <summary>
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/// Initializes the values.
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/// </summary>
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public override void OnAwake()
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{
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var turnManager = GetComponent<TurnBasedSceneManager>();
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m_Player = turnManager.Player;
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m_PlayerHealth = m_Player.GetComponent<Health>();
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}
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/// <summary>
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/// Select an agent that should attack.
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/// </summary>
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/// <returns>Success if an agent was found.</returns>
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public override TaskStatus OnUpdate()
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{
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// The player has to be alive.
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if (m_PlayerHealth.Value <= 0) {
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return TaskStatus.Failure;
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}
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var controller = m_AttackAgent.Value.GetComponent<TurnBaseCharacterController>();
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controller.Attack(m_Player);
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return TaskStatus.Success;
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}
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}
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}
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