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- 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;
- /// <summary>
- /// 击飞状态
- /// </summary>
- public class ActionRepelFly : Action
- {
- [BehaviorDesigner.Runtime.Tasks.Tooltip("等待时间")]
- public SharedFloat waitTime = 1;
- /// <summary>
- /// 开始时间
- /// </summary>
- 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;
- }
- }
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