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

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using BehaviorDesigner.Runtime.Tasks;
using Gameplay.BT.Variables;
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using Gameplay.Level;
using Gameplay.Unit;
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using Framework;
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namespace Code.Scripts.Gameplay.AI.Conditional
{
/// <summary>
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/// 检测是否激活连锁组触发
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/// </summary>
public class BTCheckAIGroup : BehaviorDesigner.Runtime.Tasks.Conditional
{
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private GameUnit _owner;
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public SharedBattleInfo SharedBattleInfo;
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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// 有所属组且目标不为空 撤退型不主动召唤
if (_owner != null && IsNotFallBack() && SharedBattleInfo.Value.groupInfo.Count > 0 &&
SharedBattleInfo.Value.theChosenOneId != Constants.INVALID_UINT_ID)
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{
return TaskStatus.Success;
}
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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}
}