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- using System;
- using BehaviorDesigner.Runtime.Tasks;
- public class JumperFooterAIAction
- {
- [TaskDescription("防御")]
- [TaskCategory("Enemy/JumperFooter")]
- public class Defense : BehaviorDesigner.Runtime.Tasks.Action
- {
- public override void OnAwake()
- {
- this.action = base.GetComponent<JumperFooterAction>();
- }
- public override void OnStart()
- {
- this.action.Defence();
- }
- public override TaskStatus OnUpdate()
- {
- return TaskStatus.Success;
- }
- private JumperFooterAction action;
- }
- [TaskCategory("Enemy/JumperFooter")]
- [TaskDescription("跳")]
- public class Jump : BehaviorDesigner.Runtime.Tasks.Action
- {
- public override void OnAwake()
- {
- this.action = base.GetComponent<JumperFooterAction>();
- }
- public override void OnStart()
- {
- this.action.FaceToPlayer();
- this.action.Jump();
- }
- public override TaskStatus OnUpdate()
- {
- JumperFooterAction.StateEnum stateEnum = EnumTools.ToEnum<JumperFooterAction.StateEnum>(this.action.stateMachine.currentState, false);
- if (stateEnum == JumperFooterAction.StateEnum.Jump)
- {
- return TaskStatus.Running;
- }
- return TaskStatus.Success;
- }
- private JumperFooterAction action;
- }
- }
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