using System; using BehaviorDesigner.Runtime.Tasks; public class BeelzebubAIConditional { [TaskDescription("判断能否嘲讽")] [TaskCategory("Enemy/Beelzebub")] public class AnrgyJudge : Conditional { public override void OnAwake() { this._action = base.GetComponent(); } public override TaskStatus OnUpdate() { if (this._action.Angry) { this._action.Angry = false; return TaskStatus.Success; } return TaskStatus.Failure; } private BeelzebubAction _action; } }