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

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using BehaviorDesigner.Runtime.Tasks;
using Gameplay.BT.Variables;
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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
{
public class BTMoveAway : Action
{
public SharedBattleInfo SharedBattleInfo;
private GameUnit _owner;
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private bool lastMoveState;
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private AIUtils.AvoidanceContext avoidContext;
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public override void OnStart()
{
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_owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerID);
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}
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public override TaskStatus OnUpdate()
{
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if (_owner == null) return TaskStatus.Failure;
// 避开其他AI
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AIUtils.TryAvoidOtherUnit(_owner, ref avoidContext, SharedBattleInfo.Value.targetID);
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if (_owner != null && SharedBattleInfo.Value.targetID != Constants.INVALID_UINT_ID &&
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!AIUtils.IsNeedStop(_owner))
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{
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if (GameUnitManager.instance.infightUnits.Contains(SharedBattleInfo.Value.targetID))
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{
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var enemy = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.targetID);
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if (enemy != null && !enemy.statusData.isDead)
{
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if (AIUtils.MoveAway(_owner, enemy))
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SharedBattleInfo.Value.targetID = Constants.INVALID_UINT_ID;
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}
}
else
{
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SharedBattleInfo.Value.targetID = Constants.INVALID_UINT_ID;
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}
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}
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return TaskStatus.Success;
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}
}
}