public override void Enter() { base.Enter(); if (childrenStates.Count == 0) { ConditionCoolTime_FireSlimeBoss conditionCoolTime = new ConditionCoolTime_FireSlimeBoss(3); ConditionHaveEnemy_FireSlimeBoss conditionHaveEnemy = new ConditionHaveEnemy_FireSlimeBoss(); DistanceCondition_FireSlimeBoss distanceCondition = new DistanceCondition_FireSlimeBoss(); NormalAttack_FireSlimeBoss normalAttack = new NormalAttack_FireSlimeBoss(); conditionCoolTime.SetCharacterAI(GetAI()); conditionHaveEnemy.SetCharacterAI(GetAI()); distanceCondition.SetCharacterAI(GetAI()); normalAttack.SetCharacterAI(GetAI()); conditionCoolTime.currentState = State.NONE; conditionHaveEnemy.currentState = State.NONE; distanceCondition.currentState = State.NONE; normalAttack.currentState = State.NONE; AddChild(conditionCoolTime); AddChild(conditionHaveEnemy); AddChild(distanceCondition); AddChild(normalAttack); } Debug.Log("判断普攻"); }
public override void Enter() { base.Enter(); FireSlimeBossAI fireSlimeBossAI = (FireSlimeBossAI)GetAI(); if (childrenStates.Count == 0) { ConditionHaveEnemy_FireSlimeBoss conditionHaveEnemy = new ConditionHaveEnemy_FireSlimeBoss(); MoveToEnemy_FireSlimeBoss moveToEnemy = new MoveToEnemy_FireSlimeBoss(); moveToEnemy.SetCharacterAI(GetAI()); conditionHaveEnemy.SetCharacterAI(GetAI()); AddChild(conditionHaveEnemy); AddChild(moveToEnemy); } Debug.Log("进入移动向敌人状态"); }
public override void Enter() { base.Enter(); FireSlimeBossAI fireSlimeBossAI = (FireSlimeBossAI)GetAI(); FireSlimeBoss fireSlimeBoss = (FireSlimeBoss)fireSlimeBossAI.getCharacter(); if (childrenStates.Count == 0) { ConditionCoolTime_FireSlimeBoss conditionCoolTime = new ConditionCoolTime_FireSlimeBoss(0); ConditionHaveEnemy_FireSlimeBoss conditionHaveEnemy = new ConditionHaveEnemy_FireSlimeBoss(); RepeatDecoratorNode repeatDecoratorNode = new RepeatDecoratorNode(5); LaunchFireBomb_FireSlimeBoss launchFireBomb = new LaunchFireBomb_FireSlimeBoss(); conditionCoolTime.SetCharacterAI(GetAI()); conditionHaveEnemy.SetCharacterAI(GetAI()); repeatDecoratorNode.SetCharacterAI(GetAI()); launchFireBomb.SetCharacterAI(GetAI()); repeatDecoratorNode.AddChild(launchFireBomb); AddChild(conditionCoolTime); AddChild(conditionHaveEnemy); AddChild(repeatDecoratorNode); } Debug.Log("判断skill1"); }
public void SetConditionHaveEnemy(ConditionHaveEnemy_FireSlimeBoss conditionHaveEnemy) { this.conditionHaveEnemy = conditionHaveEnemy; }