using System.Collections; using System.Collections.Generic; using UnityEngine; using BehaviorDesigner.Runtime; using BehaviorDesigner.Runtime.Tasks; using BehaviorDesigner.Runtime.Tasks.Movement; using BehaviorDesigner.Runtime.Tasks.EnemyAI; /// /// 击退状态 /// public class ActionRepel : Action { [BehaviorDesigner.Runtime.Tasks.Tooltip("等待时间")] public SharedFloat waitTime = 1; /// /// 开始时间 /// private float startTime; public override void OnStart() { startTime = Time.time; } public override TaskStatus OnUpdate() { if (startTime + waitTime.Value < Time.time) { return TaskStatus.Success; } return TaskStatus.Running; } }