using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(menuName = "AI/Action/ChaseFlyingAction")]
public class ChaseFlyingAction : Action
{
public override void Act(FiniteStateMachine fsm)
{
if(!fsm.dic.HasKey("RigidBody")) fsm.dic.SetValue("RigidBody", fsm.GetComponent<Rigidbody>());
if(!fsm.dic.HasKey("StatusEffects")) fsm.dic.SetValue("StatusEffects", fsm.GetComponent<StatusEffects>());
(fsm.dic.GetValue("RigidBody") as Rigidbody).velocity = (fsm.dic.GetValue("StatusEffects") as StatusEffects).speedAir * fsm.transform.forward;
}
}