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using BehaviorDesigner.Runtime.Tasks;
using GAS.Runtime;
namespace CoreGame.Render
{
public class CheckRangeOverCondition : Conditional
{
public override TaskStatus OnUpdate()
{
var ownerEnt = Owner.GetEntity<CombatEntity>();
var ac = ownerEnt.aI;
var entity = ac.TargetEnt;
if (entity == null)
return TaskStatus.Failure;
var ga = (TimelineAbilitySpec)ownerEnt.abilitySystem.GetAbilitySpecs(ac.abilitySeq);
if (ga == null)
return TaskStatus.Failure;;
// var dis = ExpressionEvaluator.CalcVal(ga.ctx.abilityCfg.SkillDistance, ga.ctx, 10);
var dis = 10;
if ((entity.transformProxy.position - ownerEnt.transformProxy.position).sqrMagnitude >
dis * dis)
return TaskStatus.Success;;
return TaskStatus.Failure;;
}
}
}