private void Update() { if (RuntimeTest.Instance.CloseAI) { return; } if (NodeAssets != null) { if (NodeAssets.RootNode == null) { return; } _timeCount += GameManager.DeltaTime; if (_timeCount > Interval) { _timeCount = 0; E_NodeStatus result = NodeAssets.RootNode.GetTrick(); if (result == E_NodeStatus.Failure) { SetCurNode(null); } } if (_curNode != null) { _curNode.OnStay(); } } }