public override void Init(IAIState aiState) { base.Init(aiState); if (aiState.MonsterData != null) { switch (aiState.MonsterData.AIType) //根据怪物的状态初始化 { case EnumMonsterAIType.Trigger: //直接就是追踪状态 aiState.SetState(EnumAILogicState.ZJ, EnumAIActionState.Wait, null); break; case EnumMonsterAIType.GoOnPatrol: //先是巡逻状态 aiState.SetState(EnumAILogicState.XL, EnumAIActionState.Wait, null); break; case EnumMonsterAIType.Boss: //固定型 aiState.SetState(EnumAILogicState.GD, EnumAIActionState.Wait, null); break; } } }