using MyCollections.AI.FinitStateMachine; using System.Collections; using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(menuName = "Finite State Machine/Condition/TargetLost")] public class TargetLost : Condition { [SerializeField] private float distance; public override bool CheckCondition(FSM fsm) { FOV fov = fsm.Controller.AgentFOV; if (fov != null) { if (fov.GetTarget() != null && fov.TargetDistance > distance) { fov.SetTarget(null); return true; } return false; } Debug.LogWarning($"FOV is NULL"); return false; } }