using BehaviorDesigner.Runtime.Tasks; using Framework; using Gameplay.AI; using Gameplay.BT.Variables; using Gameplay.Character; using Gameplay.Common; using Gameplay.Level; namespace Code.Scripts.Gameplay.BT.Conditional { public class BTBeingAttacked : BehaviorDesigner.Runtime.Tasks.Conditional { public SharedBattleInfo SharedBattleInfo; public bool _isBeingAttacked; private bool _isRegistered; private GameUnit _owner; private GameUnit _target; public override void OnStart() { if (!_isRegistered) { EventManager.Instance.Register(EventManager.EventName.INFIGHT_GET_DAMAGED, OnDamaged); _isRegistered = true; _isBeingAttacked = false; } _owner = GameUnitMapper.Inst.GetUnitById(SharedBattleInfo.Value.ownerId); } private void OnDamaged(EventDataGetDamaged data) { //data.sender 发送受伤的角色 data.owner 受到伤害的角色 if (data.owner.GetID() == _owner.GetID()) { DebugUtil.LogG($"BT harmed by: {data.sender?.GetID()} , owner: {_owner?.GetID()}"); _isBeingAttacked = true; if (data.sender != null) { SharedBattleInfo.Value.theChosenOneId = data.sender.GetID(); _target = data.sender; } } } public override TaskStatus OnUpdate() { if (_isBeingAttacked && SharedBattleInfo.Value.theChosenOneId != Constants.INVALID_UINT_ID && SharedBattleInfo.Value.AIName == LevelData.AIType.FallBackAI) { return TaskStatus.Success; } if (_isBeingAttacked && SharedBattleInfo.Value.theChosenOneId != Constants.INVALID_UINT_ID && SharedBattleInfo.Value.AIName == LevelData.AIType.FallBackIntensifyAI) { return AIUtils.FindEnemiesInAttackDistance(_owner).Contains(_target) ? TaskStatus.Running : TaskStatus.Success; } return TaskStatus.Running; } public override void OnEnd() { if (_isBeingAttacked) { EventManager.Instance.Unregister(EventManager.EventName.INFIGHT_GET_DAMAGED, OnDamaged); _isRegistered = false; } _isBeingAttacked = false; } public override void OnBehaviorComplete() { EventManager.Instance.Unregister(EventManager.EventName.INFIGHT_GET_DAMAGED, OnDamaged); _isBeingAttacked = false; _isRegistered = false; } } }