using System; using BehaviorDesigner.Runtime.Tasks; public class JackAIAction { [TaskCategory("Enemy/Jack")] [TaskDescription("闪避")] public class JackSideStep : 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 JackAction _action; } [TaskCategory("Enemy/Jack")] [TaskDescription("杰克跳跃")] public class JackJump : BehaviorDesigner.Runtime.Tasks.Action { public override void OnAwake() { this._action = base.GetComponent(); } public override void OnStart() { this._action.Jump(); } public override TaskStatus OnUpdate() { return (!(this._action.stateMachine.currentState == "Jump")) ? TaskStatus.Success : TaskStatus.Running; } private JackAction _action; } }