using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class DecisionAttackRange : FSMDecision { [Header("Config")] [SerializeField] private float attackRange; [SerializeField] private LayerMask playerMask; private EnemyBrain enemy; private void Awake() { enemy = GetComponent(); } public override bool Decide() { return PlayerInAttackRange(); } private bool PlayerInAttackRange() { if (enemy.Player == null) return false; Collider2D playerCollider = Physics2D.OverlapCircle(enemy.transform.position, attackRange, playerMask); if (playerCollider != null) { return true; } return false; } private void OnDrawGizmosSelected() { Gizmos.color = Color.yellow; Gizmos.DrawWireSphere(transform.position, attackRange); } }