using Fie.Ponies; using UnityEngine; namespace Fie.AI { public abstract class FieAITaskTwilightBase : FieAITaskBase { protected bool AdjustDirectionByBasicMovement(FieAITaskController manager) { if (manager.ownerCharacter.detector.lockonTargetObject.flipDirectionVector != manager.ownerCharacter.flipDirectionVector) { return false; } Vector3 vector = manager.ownerCharacter.detector.lockonTargetObject.position - manager.ownerCharacter.transform.position; vector.y = vector.z; vector.z = 0; manager.ownerCharacter.RequestToChangeState(vector.normalized, 1, FieGameCharacter.StateMachineType.Base); return true; } } }