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- using System;
- using BehaviorDesigner.Runtime.Tasks;
- public class BeeAIAction
- {
- [TaskCategory("Enemy/Bee")]
- [TaskDescription("蜂鸟闪避")]
- public class BeeRunAway : BehaviorDesigner.Runtime.Tasks.Action
- {
- public override void OnAwake()
- {
- this.action = base.GetComponent<BeeAction>();
- }
- public override void OnStart()
- {
- this.action.SideStep();
- }
- public override TaskStatus OnUpdate()
- {
- return (!(this.action.stateMachine.currentState == "MoveAway")) ? TaskStatus.Success : TaskStatus.Running;
- }
- private BeeAction action;
- }
- [TaskCategory("Enemy/Bee")]
- [TaskDescription("蜂鸟卖萌")]
- public class BeeMoe : BehaviorDesigner.Runtime.Tasks.Action
- {
- public override void OnAwake()
- {
- this.action = base.GetComponent<BeeAction>();
- }
- public override void OnStart()
- {
- this.action.Idle2();
- }
- public override TaskStatus OnUpdate()
- {
- return (!(this.action.stateMachine.currentState == "Idle2")) ? TaskStatus.Success : TaskStatus.Running;
- }
- private BeeAction action;
- }
- }
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