using UnityEngine; using System.Collections; public class AiUseItem : AiBehavior { private GameObject obj; private HumanController selfController; protected override BehaviorStatus OnExecute(AiBlackboard blackboard) { if (obj == null) { obj = blackboard.Obj; selfController = obj.GetComponent(); } var item = selfController.GetSocket(ItemSocketType.Hands).AttachedItem; if (item == null) { return BehaviorStatus.Fail; } bool shouldCrouch = false; blackboard.GetValue("crouchToShoot", out shouldCrouch); selfController.Crouch = shouldCrouch; item.OnBeginUse(); item.OnEndUse(); return BehaviorStatus.Success; } }