void RodinBTNodeEldTurnToward::OnFinish() { WBCompEldAIMotion* pAIMotion = GET_WBCOMP( GetEntity(), EldAIMotion ); ASSERT( pAIMotion ); if( m_TurnState == ETTS_StartedTurn ) { pAIMotion->StopMove(); } }
void RodinBTNodeEldMoveTo::OnFinish() { WBCompEldAIMotion* pAIMotion = GET_WBCOMP( GetEntity(), EldAIMotion ); ASSERT( pAIMotion ); if( m_MoveState == EMTS_StartedMove ) { pAIMotion->StopMove(); } }