示例#1
0
 protected override void Think()
 {
     if (TileUtils.AI_CircleFind(currentTile, 1))
     {
         currentActionList = attackList;
     }
     else
     {
         currentActionList = moveList;
     }
 }
示例#2
0
    protected override void Think()
    {
        if (isSecondPhase)
        {
            if (currentHp < frontHp)
            {
                currentActionList = SpawnEliteList;
            }
            else if (TileUtils.AI_CircleFind(currentTile, 2))
            {
                currentActionList = WideAttackList;
            }
            else
            {
                currentActionList = MoveList;
            }
        }
        else
        {
            if (currentHp <= FullHp / 2)
            {
                currentActionList = changePhaseList;
            }
            else
            {
                if (TileUtils.AI_CrossFind(currentTile, 2))
                {
                    currentActionList = MeleeAttackList;
                }
                else if (currentRoom.enemyList.Count >= 2)
                {
                    currentActionList = WebAttackList;
                }
                else
                {
                    currentActionList = SpawnList;
                }
            }
        }

        frontHp = currentHp;
    }