using Invector.vCharacterController.AI; using Invector.vCharacterController.AI.FSMBehaviour; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Beyond { public class bSimpleCombatAction : vSimpleCombatAction { protected override void EngageTarget(vIControlAICombat controller) { if (controller.currentTarget.transform == null) return; if (controller.targetDistance <= controller.attackDistance && !controller.isBlocking) { controller.Stop(); controller.Attack(); } else if (!controller.animatorStateInfos.HasAnyTag("Attack", "LockMovement", "CustomAction")) { if (engageInStrafe) controller.StrafeMoveTo(controller.currentTarget.transform.position, (controller.currentTarget.transform.position - controller.transform.position).normalized, engageSpeed); else controller.MoveTo(controller.currentTarget.transform.position, engageSpeed); } else controller.Stop(); } } }