protected override void FSMFixedUpdate() { //最近玩家 Transform player = GetCloselyPlayer(playerTransform); //玩家死亡 if (player.GetComponent <Player>().Hp == 0) { player = null; } //当前状态进行转换 CurrentState.Reason(player, transform); //在新的状态下ACT CurrentState.Act(player, transform); //更新路点 if (path.IsReach(transform)) { path.NextWaypoint(); } }