/// <summary> /// 把仇恨值最高的角色设置为目标角色 /// </summary> /// <returns></returns> public BehaviourReturnCode ActionSetMostHateActorToTarget() { RunningProperty.TargetActor = RunningProperty.AI.Ambient.GetMostHateActor(); if (RunningProperty.TargetActor == null) { return(BehaviourReturnCode.Failure); } RunningProperty.RefreshState(); return(BehaviourReturnCode.Success); }
public override void Active() { // Temp Test //UnityEngine.Time.timeScale = 0.1f; //mRunningProperty.TargetActor = GetDefaultTargetActor(); mRunningProperty.RefreshState(); mFunction.RunningProperty = mRunningProperty; mCurrentBehaviourTree = GetBehaviourTree(); if (mCurrentBehaviourTree != null) { mCurrentBehaviourTree.Run(); } ActiveImplement(); mPathWalker.Update(); mAmbient.Update(); mMachine.Update(); }