using UnityEngine; using System.Collections; public class AiDelay : AiBehavior { public float delay = 1; private float _startTime; protected override void OnBegin(AiBlackboard blackboard) { _startTime = Time.time; } protected override BehaviorStatus OnExecute(AiBlackboard blackboard) { return (_startTime + delay) > Time.time ? BehaviorStatus.Running : BehaviorStatus.Success; } }