using BehaviorDesigner.Runtime; using BehaviorDesigner.Runtime.Tasks; namespace MoleMole { [TaskCategory("Monster")] public class GetMonsterHP : Action { public SharedFloat HPRatio; public override void OnAwake() { } public override void OnStart() { } public override TaskStatus OnUpdate() { BaseMonoMonster component = GetComponent(); MonsterActor actor = Singleton.Instance.GetActor(component.GetRuntimeID()); HPRatio.SetValue((float)actor.HP / (float)actor.maxHP); return TaskStatus.Success; } } }