DaoPaoMixAIAction.cs 3.2 KB

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  1. using System;
  2. using BehaviorDesigner.Runtime.Tasks;
  3. using UnityEngine;
  4. public class DaoPaoMixAIAction
  5. {
  6. [TaskCategory("Enemy/DaoPaoMix")]
  7. [TaskDescription("跳跃")]
  8. public class Jump : BehaviorDesigner.Runtime.Tasks.Action
  9. {
  10. private Transform player
  11. {
  12. get
  13. {
  14. return R.Player.Transform;
  15. }
  16. }
  17. public override void OnAwake()
  18. {
  19. this.action = base.GetComponent<DaoPaoAction>();
  20. }
  21. public override void OnStart()
  22. {
  23. this.action.FaceToPlayer();
  24. if (this.back)
  25. {
  26. this.action.JumpBack();
  27. }
  28. else
  29. {
  30. this.action.Jump();
  31. }
  32. }
  33. public override TaskStatus OnUpdate()
  34. {
  35. DaoPaoAction.StateEnum stateEnum = EnumTools.ToEnum<DaoPaoAction.StateEnum>(this.action.stateMachine.currentState, false);
  36. if (stateEnum == DaoPaoAction.StateEnum.Jump || stateEnum == DaoPaoAction.StateEnum.JumpBack)
  37. {
  38. return TaskStatus.Running;
  39. }
  40. return TaskStatus.Success;
  41. }
  42. public bool back;
  43. private float moveDis;
  44. private float aimPos;
  45. private DaoPaoAction action;
  46. }
  47. [TaskDescription("卖萌")]
  48. [TaskCategory("Enemy/DaoPaoMix")]
  49. public class Moe : BehaviorDesigner.Runtime.Tasks.Action
  50. {
  51. public override void OnAwake()
  52. {
  53. this.action = base.GetComponent<DaoPaoAction>();
  54. }
  55. public override void OnStart()
  56. {
  57. this.action.FaceToPlayer();
  58. if (UnityEngine.Random.Range(0, 2) == 0)
  59. {
  60. this.action.Idle2();
  61. }
  62. else
  63. {
  64. this.action.Idle3();
  65. }
  66. }
  67. public override TaskStatus OnUpdate()
  68. {
  69. DaoPaoAction.StateEnum stateEnum = EnumTools.ToEnum<DaoPaoAction.StateEnum>(this.action.stateMachine.currentState, false);
  70. if (stateEnum == DaoPaoAction.StateEnum.Idle2 || stateEnum == DaoPaoAction.StateEnum.Idle3)
  71. {
  72. return TaskStatus.Running;
  73. }
  74. return TaskStatus.Success;
  75. }
  76. private DaoPaoAction action;
  77. }
  78. [TaskCategory("Enemy/DaoPaoMix")]
  79. [TaskDescription("移动到主角对面")]
  80. public class MoveToPlayer : BehaviorDesigner.Runtime.Tasks.Action
  81. {
  82. private Transform player
  83. {
  84. get
  85. {
  86. return R.Player.Transform;
  87. }
  88. }
  89. public override void OnAwake()
  90. {
  91. this.action = base.GetComponent<DaoPaoAction>();
  92. this.eAttr = base.GetComponent<EnemyAttribute>();
  93. }
  94. public override void OnStart()
  95. {
  96. this.moveDis = UnityEngine.Random.Range(1f, 5f);
  97. if (this.transform.position.x - this.player.position.x >= 0f)
  98. {
  99. this.aimPos = this.player.position.x - this.moveDis;
  100. }
  101. else
  102. {
  103. this.aimPos = this.player.position.x + this.moveDis;
  104. }
  105. this.aimPos = Mathf.Clamp(this.aimPos, GameArea.EnemyRange.min.x + this.eAttr.bounds.size.x, GameArea.EnemyRange.max.x - this.eAttr.bounds.size.x);
  106. this.action.FaceToPlayer();
  107. }
  108. public override TaskStatus OnUpdate()
  109. {
  110. if (!this.action.AutoMove())
  111. {
  112. return TaskStatus.Failure;
  113. }
  114. bool flag = InputSetting.JudgeDir(this.action.transform.position.x, this.aimPos) == this.eAttr.faceDir;
  115. if (flag)
  116. {
  117. return TaskStatus.Running;
  118. }
  119. return (!this.action.StopMoveToIdle()) ? TaskStatus.Failure : TaskStatus.Success;
  120. }
  121. private float moveDis;
  122. private float aimPos;
  123. private DaoPaoAction action;
  124. private EnemyAttribute eAttr;
  125. }
  126. }