using System; using BehaviorDesigner.Runtime.Tasks; public class BombKillerAIConditional { [TaskDescription("判断血量")] [TaskCategory("Enemy/BombKiller")] public class HpJudge : Conditional { public override void OnAwake() { this.eAttr = base.GetComponent(); } public override TaskStatus OnUpdate() { if (this.eAttr.currentHp < this.eAttr.maxHp * this.percent / 100) { return TaskStatus.Success; } return TaskStatus.Failure; } public int percent; private EnemyAttribute eAttr; } }