using UnityEngine; using System.Collections; public class AiCancelAim : AiBehavior { private GameObject obj; private HumanController selfController; protected override BehaviorStatus OnExecute(AiBlackboard blackboard) { if (obj == null) { obj = blackboard.Obj; selfController = obj.GetComponent(); } if (!selfController.GunArmed) { return BehaviorStatus.Fail; } selfController.UnprepareItem(); selfController.Crouch = false; return BehaviorStatus.Success; } }