JackAIAction.cs 1.1 KB

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  1. using System;
  2. using BehaviorDesigner.Runtime.Tasks;
  3. public class JackAIAction
  4. {
  5. [TaskCategory("Enemy/Jack")]
  6. [TaskDescription("闪避")]
  7. public class JackSideStep : BehaviorDesigner.Runtime.Tasks.Action
  8. {
  9. public override void OnAwake()
  10. {
  11. this._action = base.GetComponent<JackAction>();
  12. }
  13. public override void OnStart()
  14. {
  15. this._action.SideStep();
  16. }
  17. public override TaskStatus OnUpdate()
  18. {
  19. return (!(this._action.stateMachine.currentState == "MoveAway")) ? TaskStatus.Success : TaskStatus.Running;
  20. }
  21. private JackAction _action;
  22. }
  23. [TaskCategory("Enemy/Jack")]
  24. [TaskDescription("杰克跳跃")]
  25. public class JackJump : BehaviorDesigner.Runtime.Tasks.Action
  26. {
  27. public override void OnAwake()
  28. {
  29. this._action = base.GetComponent<JackAction>();
  30. }
  31. public override void OnStart()
  32. {
  33. this._action.Jump();
  34. }
  35. public override TaskStatus OnUpdate()
  36. {
  37. return (!(this._action.stateMachine.currentState == "Jump")) ? TaskStatus.Success : TaskStatus.Running;
  38. }
  39. private JackAction _action;
  40. }
  41. }