public override void DoUpdate(float dt) { //成功 if (CharacterAnimator.AnimatorState.Success) { CharacterAnimator.SetSuccess(); return; } //失败 if (CharacterAnimator.AnimatorState.Failed) { CharacterAnimator.SetFailed(); return; } CharacterAnimator.DoUpdate(dt); if (IsGrounded() && !NeedJump) { if (Target != null) { Agent.destination = Target.position; } var isMove = Agent.velocity.x != 0 && Agent.velocity.z != 0; CharacterAnimator.SetRun(isMove); var isIdle = Agent.velocity == Vector3.zero; CharacterAnimator.SetIdle(isIdle); } }