using BehaviorDesigner.Runtime.Tasks; using Gameplay.BT.Variables; using Gameplay.Character; using Gameplay.Unit; using Gameplay.AI; using Framework; namespace Code.Scripts.Gameplay.AI.Task { /// /// 召唤连锁组内的友军 /// public class BTSendChainActive : Action { public SharedBattleInfo SharedBattleInfo; private GameUnit _owner; /// /// 上一个目标 /// private uint _lastTarget; public override void OnStart() { _owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId); } public override TaskStatus OnUpdate() { if (_owner != null && SharedBattleInfo.Value.theChosenOneId != Constants.INVALID_UINT_ID && _lastTarget != SharedBattleInfo.Value.theChosenOneId) { _lastTarget = SharedBattleInfo.Value.theChosenOneId; EventManager.Instance.Send(EventManager.EventName.INFIGHT_CHARACTER_AI_GROUPCHAIN, new EventDataSpecialAI { owner = _owner, friendsInOwnerSight = AIUtils.FindFriendsInSightDistance(_owner), target = SharedBattleInfo.Value.theChosenOneId, groups = SharedBattleInfo.Value.groupInfo, }); // DebugUtil.LogError("AI :{0} 发送了组连锁事件,目标是:{1}", _owner.GetID(), SharedBattleInfo.Value.theChosenOneId); return TaskStatus.Running; } return TaskStatus.Failure; } } }