RedGunAIConditional.cs 832 B

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  1. using System;
  2. using BehaviorDesigner.Runtime.Tasks;
  3. using UnityEngine;
  4. public class RedGunAIConditional
  5. {
  6. [TaskCategory("Enemy/RedGun")]
  7. [TaskDescription("在主角两个身位外")]
  8. public class InAttackRange : Conditional
  9. {
  10. private Transform player
  11. {
  12. get
  13. {
  14. return R.Player.Transform;
  15. }
  16. }
  17. public override void OnAwake()
  18. {
  19. this.ai = base.GetComponent<EnemyAIAttribute>();
  20. }
  21. public override TaskStatus OnUpdate()
  22. {
  23. EnemyAIAttribute.ExpectationParam expectationParam = this.ai.attackExpectations[0];
  24. float num = Mathf.Abs(this.player.position.x - this.transform.position.x);
  25. if (num > expectationParam.distance + expectationParam.range)
  26. {
  27. return TaskStatus.Success;
  28. }
  29. return TaskStatus.Failure;
  30. }
  31. private EnemyAIAttribute ai;
  32. }
  33. }