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

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using BehaviorDesigner.Runtime.Tasks;
using Gameplay.BT.Variables;
using Gameplay.Unit;
using Gameplay.AI;
using Framework;
public class BTDefendMoveTo : Action
{
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public SharedBattleInfo SharedBattleInfo;
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private GameUnit _owner;
private GameUnit _target;
private uint _lastTarget;
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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 (SharedBattleInfo.Value.targetID != Constants.INVALID_UINT_ID)
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{
// 超出守卫范围
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if (AIUtils.CheckDistanceIsOver(_owner))
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{
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SharedBattleInfo.Value.targetID = Constants.INVALID_UINT_ID;
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return TaskStatus.Failure;
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}
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if (_owner.controlData.targetEnemy == null && !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 target = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.targetID);
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if (target != null)
{
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_owner.controlData.targetEnemy = target;
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AIUtils.CheckAndMove(_owner, target.transData.cellIndex);
}
}
}
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if (_owner.controlData.targetEnemy != null &&
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_owner.controlData.targetEnemy.GetID() != SharedBattleInfo.Value.targetID &&
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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 target = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.targetID);
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if (target != null)
{
_owner.controlData.targetEnemy = target;
AIUtils.CheckAndMove(_owner, target.transData.cellIndex);
}
}
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}
return TaskStatus.Running;
}
return TaskStatus.Failure;
}
public override void OnEnd()
{
}
}