// *********************************************************************** // Assembly : Game // Author : Kimch // Created : 2020-09-02 // Description : // Last Modified By : // Last Modified On : // *********************************************************************** // // // *********************************************************************** using System.Collections.Generic; namespace G { public class Stat_AIControl : Stat_BaseControl { #pragma warning disable CS0414 // 字段“Stat_AIControl.m_isPlayer”已被赋值,但从未使用过它的值 private bool m_isPlayer; #pragma warning restore CS0414 // 字段“Stat_AIControl.m_isPlayer”已被赋值,但从未使用过它的值 private EntityMainPlayer m_player; public Stat_AIControl(Stat_StateManager statMgr) : base(statMgr) { } public override bool Enter(Dictionary param, bool clearDelegates = false) { //m_char.m_handMovement = false; base.Enter(param, clearDelegates); m_char.StartAI(); if (m_char is EntityMainPlayer) { m_player = (m_char as EntityMainPlayer); m_isPlayer = true; } return true; } public override bool UpdateDelegate() { return true; } public override bool ExitDelegate() { m_char.EndAI(); return true; } public override bool CanTransition(enStat stat) { return true; } } }