public void Use(BaseGameEntity target, Transform origin) { if (!System.Object.ReferenceEquals(null, CurWeapon) && CurWeapon.IsReady()) { CurWeapon.Use(target, origin); } }
public void Use(Vector3 pos, Vector3 dir) { if (!System.Object.ReferenceEquals(null, CurWeapon) && CurWeapon.IsReady()) { CurWeapon.Use(pos, dir, Owner); } }
public void Use(BaseGameEntity target) { if (!System.Object.ReferenceEquals(null, CurWeapon) && CurWeapon.IsReady()) { CurWeapon.Use(target, Owner); } }
//role驱动行为树更合适,行为树仅提供决策,大部分逻辑仍在role中完成?? public virtual void Update(float dt) { if (IsDead) { return; } StateUpdate(); CurWeapon.Update(dt); BehaviorDesigner.Runtime.BehaviorManager.instance.Tick(Controller.tree);//决策放在逻辑帧的最后?? //应该在Tick中call update,而不是update call tick?? }
protected void InitWeapon()// { CurWeapon.Init(); Status = PushState(0); //CurWeapon.GetCombos(); }