12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849 |
- using System;
- using BehaviorDesigner.Runtime.Tasks;
- public class JackAIAction
- {
- [TaskCategory("Enemy/Jack")]
- [TaskDescription("闪避")]
- public class JackSideStep : BehaviorDesigner.Runtime.Tasks.Action
- {
- public override void OnAwake()
- {
- this._action = base.GetComponent<JackAction>();
- }
- public override void OnStart()
- {
- this._action.SideStep();
- }
- public override TaskStatus OnUpdate()
- {
- return (!(this._action.stateMachine.currentState == "MoveAway")) ? TaskStatus.Success : TaskStatus.Running;
- }
- private JackAction _action;
- }
- [TaskCategory("Enemy/Jack")]
- [TaskDescription("杰克跳跃")]
- public class JackJump : BehaviorDesigner.Runtime.Tasks.Action
- {
- public override void OnAwake()
- {
- this._action = base.GetComponent<JackAction>();
- }
- public override void OnStart()
- {
- this._action.Jump();
- }
- public override TaskStatus OnUpdate()
- {
- return (!(this._action.stateMachine.currentState == "Jump")) ? TaskStatus.Success : TaskStatus.Running;
- }
- private JackAction _action;
- }
- }
|