namespace NnormalState; /// <summary> /// 发现目标时的惊讶状态 /// </summary> public class AiAstonishedState : StateBase<Enemy, AINormalStateEnum> { /// <summary> /// 下一个状态 /// </summary> public AINormalStateEnum NextState; private float _timer; public AiAstonishedState() : base(AINormalStateEnum.AiAstonished) { } public override void Enter(AINormalStateEnum prev, params object[] args) { if (args.Length == 0) { Debug.Log("进入 AINormalStateEnum.AiAstonished 状态必传入下一个状态做完参数!"); ChangeState(prev); return; } NextState = (AINormalStateEnum)args[0]; _timer = 1.5f; } public override void Process(float delta) { Master.DoIdle(); _timer -= delta; if (_timer <= 0) { ChangeState(NextState); } } }