using System.Collections; using System.Collections.Generic; using UnityEngine; using BehaviorDesigner.Runtime; using BehaviorDesigner.Runtime.Tasks; using UnityEngine.SceneManagement; using UnityGameFramework.Runtime; /// /// 行为 受击 /// public class ActionBehit : Action { [BehaviorDesigner.Runtime.Tasks.Tooltip("等待时间")] public SharedFloat waitTime = 1; /// /// 开始时间 /// private float startTime; /// /// 动画控制器 /// private Animator animator = null; public override void OnAwake() { animator = gameObject.GetComponentInChildren(); } public override void OnStart() { startTime = Time.time; animator.SetBool("Hit", true); } public override TaskStatus OnUpdate() { if (startTime + waitTime.Value < Time.time) { return TaskStatus.Success; } return TaskStatus.Running; } }