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- using System;
- using BehaviorDesigner.Runtime.Tasks;
- public class EatingBossAIConditional
- {
- [TaskCategory("Enemy/Carlos")]
- [TaskDescription("召唤判定")]
- public class SummonJudge : Conditional
- {
- private int success
- {
- get
- {
- return (R.GameData.Difficulty > 1) ? 50 : 20;
- }
- }
- public override void OnAwake()
- {
- this.action = base.GetComponent<EatingBossAction>();
- }
- public override TaskStatus OnUpdate()
- {
- if (this.action.summonRate > (float)this.success)
- {
- return TaskStatus.Success;
- }
- return TaskStatus.Failure;
- }
- private EatingBossAction action;
- }
- [TaskCategory("Enemy/Carlos")]
- [TaskDescription("用大招")]
- public class UseAtk5 : Conditional
- {
- public override void OnAwake()
- {
- this.action = base.GetComponent<EatingBossAction>();
- this.anim = base.GetComponent<EatingBossAnimEvent>();
- }
- public override TaskStatus OnUpdate()
- {
- if (this.action.useAtk5)
- {
- this.action.useAtk5 = false;
- this.anim.atk5Loop = ((R.GameData.Difficulty > 1) ? 8 : 5);
- return TaskStatus.Success;
- }
- return TaskStatus.Failure;
- }
- private EatingBossAction action;
- private EatingBossAnimEvent anim;
- }
- }
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