using BehaviorDesigner.Runtime.Tasks; using Gameplay.BT.Variables; using Framework; namespace Code.Scripts.Gameplay.AI.Conditional { /// /// 检测是否激活连锁组触发 /// public class BTCheckAIGroup : BehaviorDesigner.Runtime.Tasks.Conditional { public SharedBattleInfo SharedBattleInfo; public override void OnStart() { } public override TaskStatus OnUpdate() { // 有所属组且目标不为空 if (SharedBattleInfo.Value.groupInfo.Count > 0 && SharedBattleInfo.Value.theChosenOneId != Constants.INVALID_UINT_ID) { return TaskStatus.Success; } return TaskStatus.Failure; } } }