//转向 protected virtual CommandReplyType CheckTurnTo(TurnToCommand cmd) { if (GetAIFeature(AIFeatureType.CanTurn) == false) { return(CommandReplyType.NO); } if (CannotControlSelf()) { return(CommandReplyType.NO); } ChangeState <ActorTurnFsm>(cmd); return(CommandReplyType.YES); }
protected override void OnEnter(IFsm <ActorBase> fsm) { m_TurnToCommand = m_Command as TurnToCommand; }
/// <summary> /// 转向 /// </summary> public virtual void OnTurnTo(TurnToCommand ev) { Vector3 pos = new Vector3(ev.LookDirection.x, CachedTransform.position.y, ev.LookDirection.z); CachedTransform.LookAt(pos); }