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; } } }