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removed state machine added twice on prefab

/main
Amel Negra 3 年前
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837dcf96
共有 2 个文件被更改,包括 0 次插入20 次删除
  1. 18
      UOP1_Project/Assets/Prefabs/Characters/Townsfolk_M.prefab
  2. 2
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsTownsfolkIdleSO.cs

18
UOP1_Project/Assets/Prefabs/Characters/Townsfolk_M.prefab


m_BaseOffset: 0
m_WalkableMask: 4294967295
m_ObstacleAvoidanceType: 4
--- !u!114 &2953300299535314004
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 8150639118454869313}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 1eeda163c70b3cb4ebb88ba92f608fd8, type: 3}
m_Name:
m_EditorClassIdentifier:
_transitionTableSO: {fileID: 11400000, guid: fbef10fb82542eb458caa7ac9574384b, type: 2}
_debugger:
debugTransitions: 0
appendConditionsInfo: 1
appendActionsInfo: 1
currentState:
--- !u!1001 &9069557823841169424
PrefabInstance:
m_ObjectHideFlags: 0

2
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsTownsfolkIdleSO.cs


if (_townsfolkScript.isIdle)
{
// We don't want to consume it because we want the townsfolk to stay idle
//_townsfolkScript.isIdle = false;
return true;
}
else

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