using Cysharp.Threading.Tasks; using KinematicCharacterController; using UnityEngine; using UnityEngine.AI; namespace Code.OfficeGame.BattleMode.Actions { public class BattleActionMove : BattleAction { private NavMeshPath _path = new(); private Vector3 _endPosition; public override void Tick(float tickDelta) { KinematicCharacterSystem.Simulate( tickDelta, KinematicCharacterSystem.CharacterMotors, KinematicCharacterSystem.PhysicsMovers ); } public override async UniTask DecideAction() { _endPosition = new Vector3(0,0,0); } } }