using BehaviorDesigner.Runtime.Tasks; using GAS.Runtime; namespace CoreGame.Render { /// /// 释放AI选择到的主动技能 /// public class DoAbilityAction : Action { public override TaskStatus OnUpdate() { var ownerEnt = Owner.GetEntity(); var ai = ownerEnt.aI; if (ai.abilitySeq == 0) return TaskStatus.Success; ownerEnt.abilitySystem.TryActivateAbility_WithSeq(ai.abilitySeq); ai.abilitySeq = 0; return TaskStatus.Success; } } }