using System.Collections; using System.Collections.Generic; using UnityEngine; using BehaviorDesigner.Runtime; using BehaviorDesigner.Runtime.Tasks; using UnityEngine.SceneManagement; using UnityGameFramework.Runtime; /// /// 行为 死亡 /// public class ActionDie : Action { [BehaviorDesigner.Runtime.Tasks.Tooltip("等待时间")] public SharedFloat waitingTime = 3; /// /// 开始时间 /// private float startTime; private Role role = null; public override void OnAwake() { role = gameObject.GetComponent(); } public override void OnStart() { startTime = Time.time; } public override TaskStatus OnUpdate() { if (startTime + waitingTime.Value < Time.time) { RoleManager.Instance.DeleteRole(role); return TaskStatus.Success; } return TaskStatus.Running; } }