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update core
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@@ -4,6 +4,7 @@
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{
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public override void OnEnter ()
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{
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this.Entity.AnimState.SetState (EnemyAnimStateType.Attack);
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this.Entity.UpdateSpeedState (true);
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}
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@@ -8,6 +8,7 @@ namespace Game.Component.EnemyFSM_AI
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public override void OnEnter ()
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{
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this.Entity.AnimState.SetState (EnemyAnimStateType.Attack);
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this.Entity.UpdateSpeedState (true);
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this._attackTimer = this.Entity.GetComponent<AttackTimer> ();
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this._attackTimer.StartAttack (this.Entity.EndAttack);
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@@ -6,6 +6,7 @@ namespace Game.Component.EnemyFSM_AI
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{
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public override void OnEnter ()
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{
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this.Entity.AnimState.SetState (EnemyAnimStateType.Attack);
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this.Entity.UpdateSpeedState (true);
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}
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@@ -6,6 +6,7 @@ namespace Game.Component.EnemyFSM_AI
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{
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public override void OnEnter ()
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{
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this.Entity.AnimState.SetState (EnemyAnimStateType.Idle);
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if (!this.Entity.HasSafeArea)
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{
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this.Entity.EndAttack ();
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@@ -8,6 +8,7 @@ namespace Game.Component.EnemyFSM_AI
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public override void OnEnter ()
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{
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this.Entity.AnimState.SetState (EnemyAnimStateType.Walk);
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this.Entity.UpdateSpeedState (false);
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this._walkPathGroup = this.Entity.GetComponent<WalkPathGroup> ();
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this._walkPathGroup.InitTarget (this.Entity.transform.position);
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@@ -8,6 +8,7 @@ namespace Game.Component.EnemyFSM_AI
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private Vector2 target;
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public override void OnEnter ()
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{
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this.Entity.AnimState.SetState (EnemyAnimStateType.Walk);
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this.target = this.CreateRandomPos ();
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this.SetAiTarget (this.target);
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}
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@@ -6,6 +6,7 @@ namespace Game.Component.EnemyFSM_AI
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{
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public override void OnEnter ()
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{
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this.Entity.AnimState.SetState (EnemyAnimStateType.Idle);
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SetAiTarget (this.Entity.CreatePos);
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//此处可设置角色动画为沉睡状态
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}
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