using NodeCanvas.Framework; using ParadoxNotion; using ParadoxNotion.Design; using Sirenix.OdinInspector; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Ether { [Category("✫ 扩展条件")] public class CheckDialogueState : ConditionTask { [LabelText("条件Id")] public List conditionList = new List(); protected override string info { get { string str = "检查条件({0})是否符合"; string joinStr = string.Join(",", conditionList); if (string.IsNullOrEmpty(joinStr)) { joinStr = "无"; } str = string.Format(str, joinStr); return str; } } protected override bool OnCheck() { bool state = true; foreach (int condition in conditionList) { if (!ConditionSystem.Inst.GetConditionState(condition)) { state = false; break; } } return state; } } }