using UnityEngine; using System.Collections; public class AiAim : AiBehavior { private GameObject obj; private HumanController selfController; protected override BehaviorStatus OnExecute(AiBlackboard blackboard) { if (obj == null) { obj = blackboard.Obj; selfController = obj.GetComponent(); } return selfController.PrepareItem() ? BehaviorStatus.Success : BehaviorStatus.Fail; } }