using System.Collections; using System.Collections.Generic; using UnityEngine; public class AI_WorkerDieState : condition_Behavir { public AI_Worker _Worker; public override IEnumerator Execute() { if ( _Worker.isDie == true) { state = SampleBehavirTree.State.Succeed; } else { state = SampleBehavirTree.State.Fail; } return base.Execute(); } }