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