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- using System;
- using BehaviorDesigner.Runtime.Tasks;
- public class BeelzebubAIConditional
- {
- [TaskDescription("判断能否嘲讽")]
- [TaskCategory("Enemy/Beelzebub")]
- public class AnrgyJudge : Conditional
- {
- public override void OnAwake()
- {
- this._action = base.GetComponent<BeelzebubAction>();
- }
- public override TaskStatus OnUpdate()
- {
- if (this._action.Angry)
- {
- this._action.Angry = false;
- return TaskStatus.Success;
- }
- return TaskStatus.Failure;
- }
- private BeelzebubAction _action;
- }
- }
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