void MonsterHurt() { if (mOwner.mFSM.CurRule == Monster_Idle.GetInstance()) { ThinkQueue.Enqueue(MonsterFSM.MS_Attack); SetThinkInactive(); ThinkQueue.Enqueue(MonsterFSM.MS_Idle); } }
public void Idle(float idleTime) { // Animator animator = GetComponent <Animator>(); if (animator != null) { animator.SetBool("attack", false); } // mFSM.SetState(Monster_Idle.GetInstance()); idleTimeBound = idleTime; }