// 更新触发状态(继承自sdBehaviourState)aa public override void UpdateState() { if (mIsInState == true) { mCurrentDelayTime -= Time.deltaTime; if (mCurrentDelayTime <= 0.0f) { if (mExecuteStatus) { return; } mExecuteStatus = true; MonsterAutoFight kMonsterAutoFight = mBehaviourAdvancedState.MonsterAutoFightComponent; if (kMonsterAutoFight != null) { sdGameMonster kMonster = kMonsterAutoFight.Actor as sdGameMonster; if (kMonster != null) { kMonster.RemoveBuff(mBuffID); } } } } }