private void OnAiStopPursue(EntityInfo npc)
{
Scene scene = npc.SceneContext.CustomData as Scene;
if (null != scene) {
npc.GetMovementStateInfo().IsMoving = false;
if (npc.GetMovementStateInfo().IsMoveStatusChanged) {
npc.GetMovementStateInfo().IsMoveStatusChanged = false;
Msg_RC_NpcMove npcMoveBuilder = DataSyncUtility.BuildNpcMoveMessage(npc);
if (null != npcMoveBuilder)
scene.NotifyAllUser(RoomMessageDefine.Msg_RC_NpcMove, npcMoveBuilder);
}
}
}