using System.Linq;
using BehaviorDesigner.Runtime.Tasks;
using UnityEngine;
namespace CoreGame.Render
{
///
/// 自身生命值低于X
///
public class HP_Less_Than : Conditional
{
[SerializeField] private float percent;
public override TaskStatus OnUpdate()
{
var ownerEnt = (CombatEntity)(Owner.GetEntity());
var CurHP = ownerEnt.property.GetProperty(PropertyDef.CurHp);
var TotalHP = ownerEnt.property.TotalHp;
if (CurHP / TotalHP <= percent)
{
return TaskStatus.Success;
}
return TaskStatus.Failure;
}
}
}