using UnityEngine;
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public class AI_Normal : SampleAI
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{
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public AI_Normal(GA_NpcClientFightNorm owner, Vector3 bornPosition) : base(owner, bornPosition)
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{
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}
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protected override void OnUpdate()
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{
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if (PreFightMission.Instance.updateAI == false)
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{
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return;
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}
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if (m_Owner.SkillMgr.CurCastSkill != null)
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{
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if (!m_Owner.SkillMgr.CurCastSkill.SkillCompelete)
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{
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return;
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}
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}
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if (m_Owner.IsState(GAStaticDefine.State_Open))
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{
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return;
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}
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base.OnUpdate();
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switch (m_AIStatus)
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{
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case E_AIStatus.Patrol:
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Patrol();
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break;
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case E_AIStatus.Attack:
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BaseAttack();
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break;
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case E_AIStatus.MoveToTarget:
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MoveToTarget();
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break;
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}
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}
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}
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