//----------------------------------------------------------------------------------------- // 进入本行为 //----------------------------------------------------------------------------------------- public override void Enter(CAIController pAI) { // 清楚所有仇恨 pAI.m_pTarget = null; pAI.ClearAllEnmity( ); // 重置巡逻和锁敌的时间 pAI.ReSetPatrolRestTime( ); pAI.ReSetLookForTargetTime( ); }
//----------------------------------------------------------------------------------------- // 进入本行为 //----------------------------------------------------------------------------------------- public override void Enter(CAIController pAI) { CNPCEntity pOwner = pAI.m_pOwner; if (pOwner == null) { return; } pAI.StartReturn(); pAI.ClearAllEnmity(); pAI.m_pTarget = null; pOwner.SetState(EState.ES_Invincible); }