using Opsive.BehaviorDesigner.Runtime.Tasks; using Opsive.Shared.Utility; using UnityEngine; namespace Cielonos.MainGame.Characters.AI { [Description("Checks whether the automata can perform initiative movement.")] [Category("Cielonos")] public class CanInitiativeMove : AutomataConditionalBase { public override TaskStatus OnUpdate() { bool canMove = self != null && self.CanInitiativeMove; return canMove ? TaskStatus.Success : TaskStatus.Failure; } } }