using Opsive.BehaviorDesigner.Runtime; using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals; using Opsive.Shared.Utility; using UnityEngine; namespace Cielonos.MainGame.Characters.AI { [Category("Cielonos")] public abstract class AutomataConditionalBase : Conditional { [Header("Main Settings")] protected Automata self; protected BehaviorSubcontroller behaviorSc; protected BehaviorTree mainBehaviorTree; public override void OnAwake() { self = gameObject.GetComponent(); behaviorSc = self.behaviorSc; mainBehaviorTree = behaviorSc.mainBehaviorTree; } } }