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

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using BehaviorDesigner.Runtime.Tasks;
using Gameplay.AI;
using Gameplay.BT.Variables;
using Gameplay.Common;
using Gameplay.Level;
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using Gameplay.Unit;
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namespace Code.Scripts.Gameplay.BT.Task
{
public class BTBeginPatrol : BehaviorDesigner.Runtime.Tasks.Conditional
{
public SharedBattleInfo SharedBattleInfo;
private int _TargetCellIndex;
private int _lastTargetPointIndex;
private GameUnit _owner;
public override void OnStart()
{
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_owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId);
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if (SharedBattleInfo.Value.PartolPointIndex == -1)
{
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SharedBattleInfo.Value.PartolPointIndex = AIUtils.FindNearestPointInPatrolInfo(_owner, SharedBattleInfo.Value.PatrolInfos);
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_TargetCellIndex = LevelManager.Instance.CurrentLevel.Map.BlockPosition2TGSCellIndex(SharedBattleInfo.Value.PatrolInfos[SharedBattleInfo.Value.PartolPointIndex].patrolPoint);
_lastTargetPointIndex = -1;
}
}
public override TaskStatus OnUpdate()
{
if (SharedBattleInfo.Value.PartolPointIndex != _lastTargetPointIndex && !AIUtils.IsNeedStop(_owner))
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{
_lastTargetPointIndex = SharedBattleInfo.Value.PartolPointIndex;
_TargetCellIndex = LevelManager.Instance.CurrentLevel.Map.BlockPosition2TGSCellIndex(SharedBattleInfo.Value.PatrolInfos[SharedBattleInfo.Value.PartolPointIndex].patrolPoint);
_owner.MoveTo(_TargetCellIndex, false);
return TaskStatus.Running;
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}
if (_owner.transData.cellIndex == _TargetCellIndex)
return TaskStatus.Success;
if (!_owner.statusData.isMoveing) // 没有移动表示路径错误,被控制,被阻挡,需要重新设置移动
_lastTargetPointIndex = -1;
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return TaskStatus.Running;
}
}
}