using BehaviorDesigner.Runtime.Tasks; using Framework; using Gameplay.AI; using Gameplay.BT.Variables; using Gameplay.Common; using Gameplay.Level; namespace Code.Scripts.Gameplay.BT.Conditional { public class BTWithinSight : BehaviorDesigner.Runtime.Tasks.Conditional { public SharedBattleInfo SharedBattleInfo; private GameUnit _owner; private Level _level; public override void OnStart() { _level = LevelManager.Instance.CurrentLevel; _owner = GameUnitMapper.Inst.GetUnitById(SharedBattleInfo.Value.ownerId); DebugUtil.LogG($"BTWithinSight OnAwake, aiOwner id: {_owner?.GetID()}"); } public override TaskStatus OnUpdate() { if (_owner != null && _level != null && _owner.controlData.followUnit == null && _owner.controlData.targetEnemy == null) { var enemy = AIUtils.FindNearestEnemyInSightDistance(_owner); if (enemy != null) { SharedBattleInfo.Value.theChosenOneId = enemy.GetID(); return TaskStatus.Success; } else { SharedBattleInfo.Value.theChosenOneId = Constants.INVALID_UINT_ID; return TaskStatus.Failure; } } else if (_owner != null && _level != null && (_owner.controlData.followUnit != null || _owner.controlData.targetEnemy != null)) { if (_owner.controlData.targetEnemy != null) { SharedBattleInfo.Value.theChosenOneId = _owner.controlData.targetEnemy.GetID(); return TaskStatus.Success; } if (_owner.controlData.followUnit != null) { SharedBattleInfo.Value.theChosenOneId = _owner.controlData.followUnit.GetID(); return TaskStatus.Success; } } return TaskStatus.Running; } } }