using UnityEngine; using UnityEngine.AI; namespace GameLogic.Combat.Hero.State { public class CombatHeroMoveState : CombatHeroStateBasic { protected Vector3 t; public CombatHeroMoveState(CombatHeroEntity combatHeroEntity) : base(combatHeroEntity) { } protected override void ProEnter() { combatHeroEntity.combatHeroAnimtion.Play("run"); // SetNewPath(); } protected void SetNewPath() { Vector3 p = new Vector3(Random.Range(-10, 10), 0, Random.Range(-10, 10)); t = p; combatHeroEntity.CombatAIBasic.NavMeshAgent.SetDestination(p); } protected override void ProUpdate(float t) { // combatHeroEntity.CombatAIBasic.NavMeshAgent.path.status == NavMeshPathStatus.PathComplete // if (Vector3.Distance( combatHeroEntity.CombatAIBasic.NavMeshAgent.pathEndPosition, combatHeroEntity.combatHeroGameObject.position)<0.1) // { // SetNewPath(); // } //测试 } } }