public virtual void AddNextAI(eAIStateType nextStateType, BaseObject targetObject = null, Vector3 position = new Vector3()) { stNextAI nextAi = new stNextAI(); nextAi.m_StateType = nextStateType; nextAi.m_TargetObject = targetObject; nextAi.m_Position = position; m_listNextAi.Add(nextAi); }
public void ClearAI(eAIStateType stateType) { m_listNextAi.RemoveAll(nextAI => nextAI.m_StateType == stateType); }
protected virtual void _ProcessIdle() { m_CurrentAIState = eAIStateType.AI_STATE_IDLE; _ChangeAnimation(); }
protected virtual void _ProcessRun() { m_CurrentAIState = eAIStateType.AI_STATE_RUN; _ChangeAnimation(); }
protected virtual void _ProcessAttack() { TargetComponent.ThrowEvent("SELECT_SKILL", 0); m_CurrentAIState = eAIStateType.AI_STATE_ATTACK; _ChangeAnimation(); }