using GameLogic.Combat.Hero.State; namespace GameLogic.Combat.Hero { public class MagicWeaponAi : CombatAIBasic { protected override void ProInitState() { stateControl.AddState(CombatHeroStateType.XiuMian, new MagicWeapomDormancyState(_showBaiscEntity)); stateControl.AddState(CombatHeroStateType.idle, new MagicWeaponIdleState(_showBaiscEntity)); stateControl.AddState(CombatHeroStateType.move, new MagicWeaponMoveState(_showBaiscEntity)); } protected override void ProUpdate() { base.ProUpdate(); } } }