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; } }