using System; using BehaviorDesigner.Runtime.Tasks; public class BeeAIAction { [TaskCategory("Enemy/Bee")] [TaskDescription("蜂鸟闪避")] public class BeeRunAway : BehaviorDesigner.Runtime.Tasks.Action { public override void OnAwake() { this.action = base.GetComponent(); } public override void OnStart() { this.action.SideStep(); } public override TaskStatus OnUpdate() { return (!(this.action.stateMachine.currentState == "MoveAway")) ? TaskStatus.Success : TaskStatus.Running; } private BeeAction action; } [TaskCategory("Enemy/Bee")] [TaskDescription("蜂鸟卖萌")] public class BeeMoe : BehaviorDesigner.Runtime.Tasks.Action { public override void OnAwake() { this.action = base.GetComponent(); } public override void OnStart() { this.action.Idle2(); } public override TaskStatus OnUpdate() { return (!(this.action.stateMachine.currentState == "Idle2")) ? TaskStatus.Success : TaskStatus.Running; } private BeeAction action; } }