NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/AI/Conditional/BTWithinSight.cs

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using BehaviorDesigner.Runtime.Tasks;
using Gameplay.BT.Variables;
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using Gameplay.Character;
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using Gameplay.Level;
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using Gameplay.Unit;
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using Gameplay.AI;
using Framework;
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namespace Code.Scripts.Gameplay.BT.Conditional
{
public class BTWithinSight : BehaviorDesigner.Runtime.Tasks.Conditional
{
public SharedBattleInfo SharedBattleInfo;
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private bool _isBeingAttacked;
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private bool _isRegistered;
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private GameUnit _owner;
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private GameUnit _target;
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public override void OnStart()
{
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if (!_isRegistered)
{
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EventManager.Instance.Register<EventDataGetDamaged>(EventManager.EventName.INFIGHT_GET_DAMAGED_FOR_AI,
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OnDamaged);
_isRegistered = true;
_isBeingAttacked = false;
}
_owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId);
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}
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private void OnDamaged(EventDataGetDamaged data)
{
if (data.owner.GetID() == _owner.GetID())
{
_isBeingAttacked = true;
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_owner.statusData.isAttackActive = true;
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if (data.sender != null)
{
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_target = _target != null
? _target = AIUtils.GetNearestGameUnit(data.owner, data.sender, _target)
: _target = data.sender;
_target = AIUtils.GetNearestGameUnit(data.owner, data.sender, _target);
SharedBattleInfo.Value.theChosenOneId = _target.GetID();
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}
}
}
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public override TaskStatus OnUpdate()
{
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if (_owner == null) return TaskStatus.Running;
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AIUtils.ActiveAIAttack(_owner);
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// 优先攻击Npc
if (SharedBattleInfo.Value.AttachAIName == LevelData.AttachAIType.AttackProtectUnitAI)
{
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if (CheckEnemyNpc()) return TaskStatus.Success;
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}
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// 有目标敌人 高优先级 GameUnit会自动标记targetEnemy
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if (_owner.statusData.isAttackActive && _owner.controlData.targetEnemy != null)
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{
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_target = _owner.controlData.targetEnemy;
SharedBattleInfo.Value.theChosenOneId = _owner.controlData.targetEnemy.GetID();
return TaskStatus.Success;
}
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// 被攻击或被召唤 标记敌人不为空 需检测是否能到达
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if (_owner.statusData.isAttackActive && SharedBattleInfo.Value.theChosenOneId != Constants.INVALID_UINT_ID)
{
if (GameUnitManager.instance.infightUnits.Contains(SharedBattleInfo.Value.theChosenOneId))
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{
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var enemy = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.theChosenOneId);
if (enemy != null && !enemy.statusData.isDead)
{
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var cellIndex = enemy.transData.cellIndex;
if (AIUtils.CheckPathExits(_owner, cellIndex))
{
_target = enemy;
return TaskStatus.Success;
}
else
{
SharedBattleInfo.Value.cannotReach.Add(cellIndex);
SharedBattleInfo.Value.theChosenOneId = Constants.INVALID_UINT_ID;
}
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}
}
else
{
SharedBattleInfo.Value.theChosenOneId = Constants.INVALID_UINT_ID;
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}
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}
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// 如果目标都为空 寻找敌人
if (_owner.controlData.targetEnemy == null && _owner.controlData.followUnit == null)
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{
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var enemy = AIUtils.FindNearestEnemyInSightDistance(_owner);
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if (enemy == null) return TaskStatus.Failure;
var cellIndex = enemy.transData.cellIndex;
if (SharedBattleInfo.Value.cannotReach.Contains(cellIndex)) return TaskStatus.Failure;
if (AIUtils.CheckPathExits(_owner, cellIndex))
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{
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_target = enemy;
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SharedBattleInfo.Value.theChosenOneId = enemy.GetID();
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return TaskStatus.Success;
}
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else
{
SharedBattleInfo.Value.cannotReach.Add(cellIndex);
SharedBattleInfo.Value.theChosenOneId = Constants.INVALID_UINT_ID;
}
}
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return TaskStatus.Failure;
}
private bool CheckEnemyNpc()
{
var enemy = AIUtils.FindNearestEnemyNpcInShootRange(_owner);
if (enemy == null) return false;
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var cellIndex = enemy.transData.cellIndex;
if (SharedBattleInfo.Value.cannotReach.Contains(cellIndex)) return false;
if (AIUtils.CheckPathExits(_owner, cellIndex))
{
_target = enemy;
SharedBattleInfo.Value.theChosenOneId = enemy.GetID();
return true;
}
else
{
SharedBattleInfo.Value.cannotReach.Add(cellIndex);
SharedBattleInfo.Value.theChosenOneId = Constants.INVALID_UINT_ID;
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}
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return false;
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}
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public override void OnEnd()
{
if (_isBeingAttacked)
{
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EventManager.Instance.Unregister<EventDataGetDamaged>(EventManager.EventName.INFIGHT_GET_DAMAGED_FOR_AI,
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OnDamaged);
_isRegistered = false;
}
}
public override void OnBehaviorComplete()
{
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EventManager.Instance.Unregister<EventDataGetDamaged>(EventManager.EventName.INFIGHT_GET_DAMAGED_FOR_AI,
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OnDamaged);
_isRegistered = false;
}
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}
}