using System; using BehaviorDesigner.Runtime.Tasks; public class ThiefBombAIAction { [TaskDescription("转头看玩家")] [TaskCategory("Enemy/ThiefBomb")] public class ThiefBombLookRound : BehaviorDesigner.Runtime.Tasks.Action { public override void OnAwake() { this.action = base.GetComponent<ThiefBombAction>(); } public override void OnStart() { this.action.LookRound(); } public override TaskStatus OnUpdate() { ThiefBombAction.StateEnum stateEnum = EnumTools.ToEnum<ThiefBombAction.StateEnum>(this.action.stateMachine.currentState, false); if (stateEnum == ThiefBombAction.StateEnum.LookGround) { return TaskStatus.Running; } return TaskStatus.Success; } private ThiefBombAction action; } }