public override void Enter() { base.Enter(); if (childrenStates.Count == 0) { ConditionCoolTime_IceSlimeBoss conditionCoolTime = new ConditionCoolTime_IceSlimeBoss(1); conditionCoolTime.SetCharacterAI(GetAI()); AddChild(conditionCoolTime); CreateIceField_IceSlimeBoss createIceField = new CreateIceField_IceSlimeBoss(); createIceField.SetCharacterAI(GetAI()); AddChild(createIceField); } }
public override void Enter() { base.Enter(); if (childrenStates.Count == 0) { ConditionCoolTime_IceSlimeBoss conditionCoolTime = new ConditionCoolTime_IceSlimeBoss(3); conditionCoolTime.SetCharacterAI(GetAI()); AddChild(conditionCoolTime); Skill4_IceSlimeBoss skill4 = new Skill4_IceSlimeBoss(); skill4.SetCharacterAI(GetAI()); AddChild(skill4); } }
public override void Enter() { base.Enter(); if (childrenStates.Count == 0) { ConditionCoolTime_IceSlimeBoss conditionCoolTime = new ConditionCoolTime_IceSlimeBoss(2); conditionCoolTime.SetCharacterAI(GetAI()); AddChild(conditionCoolTime); GatherEnergy_IceSlimeBoss gatherEnergy = new GatherEnergy_IceSlimeBoss(); gatherEnergy.SetCharacterAI(GetAI()); AddChild(gatherEnergy); } }
public override void Enter() { base.Enter(); if (childrenStates.Count == 0) { ConditionCoolTime_IceSlimeBoss conditionCoolTime = new ConditionCoolTime_IceSlimeBoss(0); conditionCoolTime.SetCharacterAI(GetAI()); AddChild(conditionCoolTime); PrepareState_IceSlimeBoss prepareState = new PrepareState_IceSlimeBoss(2); SpawnIce_IceSlimeBoss spawnIce = new SpawnIce_IceSlimeBoss(); spawnIce.SetCharacterAI(GetAI()); AddChild(spawnIce); } }
public override void Enter() { base.Enter(); if (childrenStates.Count == 0) { ConditionHaveEnemy_IceSlimeBoss conditionHaveEnemy = new ConditionHaveEnemy_IceSlimeBoss(); DistanceCondition_IceSlimeBoss distanceCondition = new DistanceCondition_IceSlimeBoss(); ConditionCoolTime_IceSlimeBoss conditionCoolTime = new ConditionCoolTime_IceSlimeBoss(4); NormalAttack_IceSlimeBoss normalAttack = new NormalAttack_IceSlimeBoss(); conditionCoolTime.SetCharacterAI(GetAI()); conditionHaveEnemy.SetCharacterAI(GetAI()); distanceCondition.SetCharacterAI(GetAI()); normalAttack.SetCharacterAI(GetAI()); AddChild(conditionCoolTime); AddChild(conditionHaveEnemy); AddChild(distanceCondition); AddChild(normalAttack); } Debug.Log("进入普通攻击"); }