NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/AI/Task/BTSendChainCall.cs

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using BehaviorDesigner.Runtime.Tasks;
using Gameplay.BT.Variables;
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.Task
{
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/// <summary>
/// 召唤视野里面的友军
/// </summary>
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public class BTSendChainCall : Action
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{
public SharedBattleInfo SharedBattleInfo;
private GameUnit _owner;
private uint _lastTarget;
public override void OnStart()
{
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_owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId);
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}
public override TaskStatus OnUpdate()
{
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// 撤退型不主动发送召唤事件
if (_owner != null && IsNotFallBack() && SharedBattleInfo.Value.theChosenOneId != Constants.INVALID_UINT_ID
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&& _lastTarget != SharedBattleInfo.Value.theChosenOneId)
{
_lastTarget = SharedBattleInfo.Value.theChosenOneId;
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EventManager.Instance.Send(EventManager.EventName.INFIGHT_CHARACTER_AI_CHAIN, new EventDataSpecialAI
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{
owner = _owner,
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friendsInOwnerSight = AIUtils.FindFriendsInSightDistance(_owner),
target = SharedBattleInfo.Value.theChosenOneId
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});
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return TaskStatus.Running;
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}
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return TaskStatus.Failure;
}
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private bool IsNotFallBack()
{
return SharedBattleInfo.Value.AIName != LevelData.AIType.FallBackIntensifyAI &&
SharedBattleInfo.Value.AIName != LevelData.AIType.FallBackAI;
}
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}
}