using System; using BehaviorDesigner.Runtime.Tasks; public class EatingBossAIConditional { [TaskCategory("Enemy/Carlos")] [TaskDescription("召唤判定")] public class SummonJudge : Conditional { private int success { get { return (R.GameData.Difficulty > 1) ? 50 : 20; } } public override void OnAwake() { this.action = base.GetComponent(); } public override TaskStatus OnUpdate() { if (this.action.summonRate > (float)this.success) { return TaskStatus.Success; } return TaskStatus.Failure; } private EatingBossAction action; } [TaskCategory("Enemy/Carlos")] [TaskDescription("用大招")] public class UseAtk5 : Conditional { public override void OnAwake() { this.action = base.GetComponent(); this.anim = base.GetComponent(); } public override TaskStatus OnUpdate() { if (this.action.useAtk5) { this.action.useAtk5 = false; this.anim.atk5Loop = ((R.GameData.Difficulty > 1) ? 8 : 5); return TaskStatus.Success; } return TaskStatus.Failure; } private EatingBossAction action; private EatingBossAnimEvent anim; } }