using UnityEngine; namespace Fie.AI { public class FieAITaskChangelingIdle : FieAITaskBase { public override bool Task(FieAITaskController manager) { if (manager.ownerCharacter.detector.lockonTargetObject == null) { return false; } FieAITaskController.FieAIFrontAndBackPoint frontAndBackPoint = manager.GetFrontAndBackPoint(); if (frontAndBackPoint.backDistance > 0f) { nextStateWeightList[typeof(FieAITaskEnemiesHoovesRacesEvadeBackWall)] = 100; return true; } nextStateWeightList[typeof(FieAITaskChangelingMelee)] = (int)Mathf.Max(1000f * manager.ownerCharacter.healthStats.nowHelthAndShieldRatePerMax, 400f); nextStateWeightList[typeof(FieAITaskChangelingShoot)] = (int)Mathf.Max(1000f * (1f - manager.ownerCharacter.healthStats.nowHelthAndShieldRatePerMax), 400f); return true; } } }