using UnityEngine; namespace Invector.vCharacterController.AI.FSMBehaviour { #if UNITY_EDITOR [vFSMHelpbox("Check if the current target with a HealthController is Dead", UnityEditor.MessageType.Info)] #endif public class AICheckTargetDead : vStateDecision { public override string categoryName { get { return "Detection/"; } } public override string defaultName { get { return "Check if Target is Dead"; } } public override bool Decide(vIFSMBehaviourController fsmBehaviour) { return TargetIsDead(fsmBehaviour); } protected virtual bool TargetIsDead(vIFSMBehaviourController fsmBehaviour) { if (fsmBehaviour == null) return true; Transform target = fsmBehaviour.aiController.currentTarget; if (target == null) return true; return fsmBehaviour.aiController.currentTarget.isDead; } } }