using System.Collections; using System.Collections.Generic; using UnityEngine; [CreateAssetMenu(menuName = "AI/Action/Chase")] public class ChaseAction : Action { [SerializeField] private float velocity; public override void Act(FiniteStateMachine fsm) { if (!fsm.dic.HasKey("movement")) fsm.dic.SetValue("movement", fsm.GetComponent<IMovable>()); (fsm.dic.GetValue("movement") as IMovable).ChangeVelocity(Vector3.Normalize(fsm.GetTarget().transform.position - fsm.transform.position) * velocity); } }