using UnityEngine; internal class EAISetAsTargetIfHurtSDX : EAISetAsTargetIfHurt { private readonly bool blDisplayLog = true; public void DisplayLog(string strMessage) { if (blDisplayLog) Debug.Log(GetType() + " : " + theEntity.EntityName + ": " + theEntity.entityId + ": " + strMessage); } public override bool CanExecute() { // Check if we have a target. var entity = EntityUtilities.GetAttackOrRevengeTarget(theEntity.entityId); if (entity == null) return false; // Check if our target is our leader, or part of our team. var myLeader = EntityUtilities.GetLeaderOrOwner(theEntity.entityId); if (myLeader) { if (entity.entityId == myLeader.entityId) return false; if (EntityUtilities.IsAnAlly(theEntity.entityId, entity.entityId)) return false; } // We are good to go. We can fight back. return true; } }