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