using UnityEngine;
using System.Collections;
using BehaviorDesigner.Runtime.Tasks;
[TaskCategory("Kai_Lin")]
[TaskDescription("测试是否超重")]
public class Isheavy : Conditional {
public Rigidbody rigid;
public int OverHeavy;
public override TaskStatus OnUpdate()
{
//return base.OnUpdate();
if(rigid.mass>OverHeavy)
{
return TaskStatus.Success;
}
return TaskStatus.Failure;
}
}
using System.Collections;
using BehaviorDesigner.Runtime.Tasks;
[TaskCategory("Kai_Lin")]
[TaskDescription("测试是否超重")]
public class Isheavy : Conditional {
public Rigidbody rigid;
public int OverHeavy;
public override TaskStatus OnUpdate()
{
//return base.OnUpdate();
if(rigid.mass>OverHeavy)
{
return TaskStatus.Success;
}
return TaskStatus.Failure;
}
}