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- using System;
- using BehaviorDesigner.Runtime.Tasks;
- using ExtensionMethods;
- using UnityEngine;
- public class JumperAIAction
- {
- [TaskDescription("跳拳攻击")]
- [TaskCategory("Enemy/Jumper")]
- public class JumperAttack : BehaviorDesigner.Runtime.Tasks.Action
- {
- private Transform player
- {
- get
- {
- return R.Player.Transform;
- }
- }
- public override void OnAwake()
- {
- this.action = base.GetComponent<JumperAction>();
- }
- public override void OnStart()
- {
- int dir = InputSetting.JudgeDir(this.transform.position, this.player.position);
- switch (this.atkType)
- {
- case JumperAIAction.JumperAttack.AtkType.Atk1:
- this.action.Attack1(dir);
- break;
- case JumperAIAction.JumperAttack.AtkType.Atk2:
- this.action.Attack2(dir);
- break;
- case JumperAIAction.JumperAttack.AtkType.Atk3:
- this.action.Attack3(dir);
- break;
- case JumperAIAction.JumperAttack.AtkType.Atk4:
- this.action.Attack4(dir);
- break;
- case JumperAIAction.JumperAttack.AtkType.Atk5:
- this.action.Attack5(dir);
- break;
- }
- }
- public override TaskStatus OnUpdate()
- {
- return (!this.action.stateMachine.currentState.IsInArray(JumperAction.AttackSta)) ? TaskStatus.Success : TaskStatus.Running;
- }
- public JumperAIAction.JumperAttack.AtkType atkType;
- private JumperAction action;
- public enum AtkType
- {
- Atk1,
- Atk2,
- Atk3,
- Atk4,
- Atk5
- }
- }
- [TaskDescription("跳拳防御")]
- [TaskCategory("Enemy/Jumper")]
- public class JumperDefence : BehaviorDesigner.Runtime.Tasks.Action
- {
- public override void OnAwake()
- {
- this.action = base.GetComponent<JumperAction>();
- }
- public override void OnStart()
- {
- this.action.Defence();
- }
- public override TaskStatus OnUpdate()
- {
- return (!this.action.IsInDefenceState()) ? TaskStatus.Success : TaskStatus.Running;
- }
- private JumperAction action;
- }
- }
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