using Fie.Enemies.HoovesRaces; using Fie.Object; namespace Fie.AI { public class FieAITaskFlightlingIdle : 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; } FieStateMachineInterface currentStateMachine = manager.ownerCharacter.getStateMachine().getCurrentStateMachine(); if (currentStateMachine is FieStateMachineEnemiesHoovesRacesStagger) { nextStateWeightList[typeof(FieAITaskChangelingBackstep)] = 100; return true; } nextStateWeightList[typeof(FieAITaskFlightlingFly)] = 100; return true; } } }