Example #1
0
    public override void Enter()
    {
        base.Enter();
        if (childrenStates.Count == 0)
        {
            ConditionCoolTime_FireSlimeBoss  conditionCoolTime  = new ConditionCoolTime_FireSlimeBoss(3);
            ConditionHaveEnemy_FireSlimeBoss conditionHaveEnemy = new ConditionHaveEnemy_FireSlimeBoss();
            DistanceCondition_FireSlimeBoss  distanceCondition  = new DistanceCondition_FireSlimeBoss();
            NormalAttack_FireSlimeBoss       normalAttack       = new NormalAttack_FireSlimeBoss();

            conditionCoolTime.SetCharacterAI(GetAI());
            conditionHaveEnemy.SetCharacterAI(GetAI());
            distanceCondition.SetCharacterAI(GetAI());
            normalAttack.SetCharacterAI(GetAI());

            conditionCoolTime.currentState  = State.NONE;
            conditionHaveEnemy.currentState = State.NONE;
            distanceCondition.currentState  = State.NONE;
            normalAttack.currentState       = State.NONE;

            AddChild(conditionCoolTime);
            AddChild(conditionHaveEnemy);
            AddChild(distanceCondition);
            AddChild(normalAttack);
        }
        Debug.Log("判断普攻");
    }
Example #2
0
    public override void Enter()
    {
        base.Enter();
        FireSlimeBossAI fireSlimeBossAI = (FireSlimeBossAI)GetAI();

        if (childrenStates.Count == 0)
        {
            ConditionHaveEnemy_FireSlimeBoss conditionHaveEnemy = new ConditionHaveEnemy_FireSlimeBoss();
            MoveToEnemy_FireSlimeBoss        moveToEnemy        = new MoveToEnemy_FireSlimeBoss();
            moveToEnemy.SetCharacterAI(GetAI());
            conditionHaveEnemy.SetCharacterAI(GetAI());

            AddChild(conditionHaveEnemy);
            AddChild(moveToEnemy);
        }
        Debug.Log("进入移动向敌人状态");
    }
Example #3
0
    public override void Enter()
    {
        base.Enter();
        FireSlimeBossAI fireSlimeBossAI = (FireSlimeBossAI)GetAI();
        FireSlimeBoss   fireSlimeBoss   = (FireSlimeBoss)fireSlimeBossAI.getCharacter();

        if (childrenStates.Count == 0)
        {
            ConditionCoolTime_FireSlimeBoss  conditionCoolTime  = new ConditionCoolTime_FireSlimeBoss(0);
            ConditionHaveEnemy_FireSlimeBoss conditionHaveEnemy = new ConditionHaveEnemy_FireSlimeBoss();
            RepeatDecoratorNode          repeatDecoratorNode    = new RepeatDecoratorNode(5);
            LaunchFireBomb_FireSlimeBoss launchFireBomb         = new LaunchFireBomb_FireSlimeBoss();
            conditionCoolTime.SetCharacterAI(GetAI());
            conditionHaveEnemy.SetCharacterAI(GetAI());
            repeatDecoratorNode.SetCharacterAI(GetAI());
            launchFireBomb.SetCharacterAI(GetAI());

            repeatDecoratorNode.AddChild(launchFireBomb);
            AddChild(conditionCoolTime);
            AddChild(conditionHaveEnemy);
            AddChild(repeatDecoratorNode);
        }
        Debug.Log("判断skill1");
    }
Example #4
0
 public void SetConditionHaveEnemy(ConditionHaveEnemy_FireSlimeBoss conditionHaveEnemy)
 {
     this.conditionHaveEnemy = conditionHaveEnemy;
 }