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

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using BehaviorDesigner.Runtime.Tasks;
using Framework;
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using Gameplay.AI;
using Gameplay.BT.Variables;
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using Gameplay.Common;
using Gameplay.Level;
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using Gameplay.Unit;
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namespace Code.Scripts.Gameplay.BT.Conditional
{
public class BTChainTrigger : BehaviorDesigner.Runtime.Tasks.Conditional
{
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()
{
if (_owner != null && SharedBattleInfo.Value.AttachAIName == LevelData.AttachAIType.ChainAI
&& _owner.controlData.followUnit == null
&& _owner.controlData.targetEnemy == null)
{
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var enemy = AIUtils.FindNearestEnemyInSightDistance(_owner);
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if (enemy != null)
{
SharedBattleInfo.Value.theChosenOneId = enemy.GetID();
return TaskStatus.Success;
}
else
{
return TaskStatus.Failure;
}
}
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else if (_owner != null && SharedBattleInfo.Value.AttachAIName == LevelData.AttachAIType.ChainAI
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&& (_owner.controlData.followUnit != null || _owner.controlData.targetEnemy != null))
{
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if (_owner.controlData.targetEnemy != null)
{
SharedBattleInfo.Value.theChosenOneId = _owner.controlData.targetEnemy.GetID();
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return TaskStatus.Success;
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}
if (_owner.controlData.followUnit != null)
{
SharedBattleInfo.Value.theChosenOneId = _owner.controlData.followUnit.GetID();
return TaskStatus.Success;
}
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}
return TaskStatus.Failure;
}
}
}