public override void BuildRelation() { FSMWorldState state = FSMWroldStateFactory.Creat(); state.SetProperty(E_PropType.Speed, 1); _owner.AddRelation(E_ActionTYpe.Idle, E_ActionTYpe.Walk, state, 1); }
public void SetProperty(E_PropType type, object value) { _currentState.SetProperty(type, value); }