using GameLogic.Combat.CombatTool; using GameLogic.Combat.Hero.State; using GameLogic.Combat.Hero.SubStatus; namespace GameLogic.Combat.Hero { public class PlayerHeroAi : CombatAIBasic { protected override void ProInitState() { stateControl.AddState(CombatHeroStateType.idle, new PlayerHeroIdleState(_combatHeroEntity)); stateControl.AddState(CombatHeroStateType.att, new CombatHeroAttState(_combatHeroEntity)); stateControl.ChangeState(CombatHeroStateType.idle); } public override void Update(float t) { if (CombatController.currActiveCombat.isStopAi) { if (stateControl.CurrStateName.Equals(CombatHeroStateType.move)) { stateControl.ChangeState(CombatHeroStateType.idle); } return; } stateControl.Update(t); ProUpdate(); } } }