2025-05-18 01:04:31 +08:00

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// ***********************************************************************
// Assembly : Game
// Author : Kimch
// Created : 2020-09-02
// Description :
// Last Modified By :
// Last Modified On :
// ***********************************************************************
// <copyright file= "Stat_IdleAction" company="Kimch"></copyright>
// <summary></summary>
// ***********************************************************************
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<string, object> 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;
}
}
}