using Game.Component.FsmMonoData; namespace Game.Component.EnemyFSM_AI { public class PathWalk : EnemyFSMState { private WalkPathGroup _walkPathGroup; public override void OnEnter () { this.Entity.AnimState.SetState (EnemyAnimStateType.Walk); this.Entity.UpdateSpeedState (false); this._walkPathGroup = this.Entity.GetComponent (); this._walkPathGroup.InitTarget (this.Entity.transform.position); this.SetAiTarget (this._walkPathGroup.CurTarget); } public override void OnUpdate () { if (this._walkPathGroup.CheckNextNode (this.Entity.transform.position)) { this.SetAiTarget (this._walkPathGroup.CurTarget); } } } }