JumperFooterAIAction.cs 1.2 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455
  1. using System;
  2. using BehaviorDesigner.Runtime.Tasks;
  3. public class JumperFooterAIAction
  4. {
  5. [TaskDescription("防御")]
  6. [TaskCategory("Enemy/JumperFooter")]
  7. public class Defense : BehaviorDesigner.Runtime.Tasks.Action
  8. {
  9. public override void OnAwake()
  10. {
  11. this.action = base.GetComponent<JumperFooterAction>();
  12. }
  13. public override void OnStart()
  14. {
  15. this.action.Defence();
  16. }
  17. public override TaskStatus OnUpdate()
  18. {
  19. return TaskStatus.Success;
  20. }
  21. private JumperFooterAction action;
  22. }
  23. [TaskCategory("Enemy/JumperFooter")]
  24. [TaskDescription("跳")]
  25. public class Jump : BehaviorDesigner.Runtime.Tasks.Action
  26. {
  27. public override void OnAwake()
  28. {
  29. this.action = base.GetComponent<JumperFooterAction>();
  30. }
  31. public override void OnStart()
  32. {
  33. this.action.FaceToPlayer();
  34. this.action.Jump();
  35. }
  36. public override TaskStatus OnUpdate()
  37. {
  38. JumperFooterAction.StateEnum stateEnum = EnumTools.ToEnum<JumperFooterAction.StateEnum>(this.action.stateMachine.currentState, false);
  39. if (stateEnum == JumperFooterAction.StateEnum.Jump)
  40. {
  41. return TaskStatus.Running;
  42. }
  43. return TaskStatus.Success;
  44. }
  45. private JumperFooterAction action;
  46. }
  47. }