private void IdleHandler(EntityInfo npc, long deltaTime)
{
AiData_Leader aiData = GetAiData(npc);
SkillInfo skInfo = AiLogicUtility.NpcFindCanUseSkill(npc, aiData, aiData.IsAutoOperate);
if (skInfo == null)
{
return;
}
CharacterRelation relation =
(skInfo.TargetType == SkillTargetType.Friend ||
skInfo.TargetType == SkillTargetType.RandFriend) ?
CharacterRelation.RELATION_FRIEND :
CharacterRelation.RELATION_ENEMY;
EntityInfo attackTarget = AiLogicUtility.GetNearstTargetHelper(npc, aiData.IsAutoOperate ? npc.ViewRange : skInfo.Distance, relation);
if (attackTarget != null)
{
ChangeToState(npc, (int)AiStateId.Combat);
}
}