using BehaviorDesigner.Runtime.Tasks; namespace MoleMole { public class HasAttackTarget : Conditional { private BaseMonoAbilityEntity _entity; public override void OnAwake() { _entity = GetComponent(); } public override TaskStatus OnUpdate() { BaseMonoEntity attackTarget = _entity.GetAttackTarget(); if (attackTarget != null) { return TaskStatus.Success; } return TaskStatus.Failure; } } }