/// ------------------------------------------------------------------------------------------ /// <summary> /// 行为的心跳帧 /// </summary> /// ------------------------------------------------------------------------------------------ private void FixedUpdate() { if (m_EntityAI == null) { m_EntityAI = GetComponent <AIToolkit.AIEntity>(); } if (m_EntityAI != null) { GameObject target = GetLastestEnemy(); if (target != null) { m_EntityAI._targetDummyObject = target; } } }
/// ------------------------------------------------------------------------------------------------------------------------------ /// <summary> /// 刷新怪物 /// </summary> /// ------------------------------------------------------------------------------------------------------------------------------ void Spawn() { Npc pNpc = null; int i = Random.Range(0, spawnPoints.Count); GameObject pEnemy = Instantiate(enemy, spawnPoints[i].transform.position, spawnPoints[i].transform.rotation); HUDPlayer hud = HUDPlayerManager.Get().CreateHUDPlayerPrefab(pEnemy.transform); if (hud != null) { pNpc = pEnemy.GetComponent <Npc>(); if (pNpc != null) { pNpc.hudPlayer = hud; pNpc.SetPlayerWeapon(0); } } mapObjectList.Add(pEnemy); AIToolkit.AIEntity pAIEntity = pEnemy.AddComponent <AIToolkit.AIEntity> ().Init(null); AIToolkit.AIEnityManager.instance.AddEntity(pAIEntity); if (pNpc != null) { pNpc.SetAIEntity(pAIEntity); } }
public void SetAIEntity(AIToolkit.AIEntity ai) { m_EntityAI = ai; }