using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using static UnityEngine.GraphicsBuffer;
[CreateAssetMenu(menuName = "AI/Action/Shoot")]
public class ShootingAction : Action
{
public override void Act(FiniteStateMachine fsm)
{
if (!fsm.dic.HasKey("WeaponScript")) fsm.dic.SetValue("WeaponScript", fsm.GetComponent<WeaponScript>());
if (!fsm.dic.HasKey("weaponSelected")) fsm.dic.SetValue("weaponSelected", false);
if (!(bool)fsm.dic.GetValue("weaponSelected"))
{
int i = Random.Range(0, (int)(fsm.dic.GetValue("WeaponScript") as WeaponScript).weapons.Count);
(fsm.dic.GetValue("WeaponScript") as WeaponScript).currentWeapon = i;
fsm.dic.SetValue("weaponSelected", true);
}
Vector3 dir = Vector3.Normalize(fsm.GetTarget().transform.position - fsm.transform.position);
(fsm.dic.GetValue("WeaponScript") as WeaponScript).Shoot(dir);
}
}