using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "AI/Condiction/CanAirAttack")]
public class OnAirRangeCondition : Condiction
{
[SerializeField]
private bool negation;
[SerializeField]
private float viewAngle;
[SerializeField]
private float viewDistance;
public override bool Test(FiniteStateMachine fsm)
{
Vector3 direction = fsm.GetTarget().transform.position - fsm.transform.position;
float distance = direction.magnitude;
float angle = Vector3.Angle(direction.normalized, fsm.transform.forward);
if ((angle < viewAngle) && (distance < viewDistance))
{
return !negation;
}
else
{
return negation;
}
}
}