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