using BehaviorDesigner.Runtime.Tasks;
using Gameplay.BT.Variables;
using Gameplay.Character;
using Gameplay.Unit;
using Framework;
namespace Code.Scripts.Gameplay.BT.Conditional
{
///
/// 接受连锁召唤事件
///
public class BTHasReceivdCalled : BehaviorDesigner.Runtime.Tasks.Conditional
{
public SharedBattleInfo SharedBattleInfo;
private bool _isRegistered;
private bool _isChainCall;
private GameUnit _owner;
public override void OnStart()
{
_owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId);
if (!_isRegistered)
{
EventManager.Instance.Register(EventManager.EventName.INFIGHT_CHARACTER_AI_CHAIN, OnSpecialTriggerChanged);
_isRegistered = true;
_isChainCall = false;
}
}
private void OnSpecialTriggerChanged(EventDataSpecialAI chainAIData)
{
if (chainAIData.friendsInOwnerSight.Contains(_owner) && chainAIData.owner != _owner)
{
_owner.statusData.isAttackActive = true;
_isChainCall = true;
SharedBattleInfo.Value.theChosenOneId = chainAIData.target;
// DebugUtil.LogError("AI {0} ,已经被连锁召唤,召唤者是:{1}, 目标是:{2}", _owner.GetID(), chainAIData.owner.GetID(), chainAIData.target);
}
}
public override TaskStatus OnUpdate()
{
if (_isChainCall)
{
return TaskStatus.Success;
}
return TaskStatus.Failure;
}
public override void OnEnd()
{
if (_isChainCall)
{
EventManager.Instance.Unregister(EventManager.EventName.INFIGHT_CHARACTER_AI_CHAIN,
OnSpecialTriggerChanged);
_isRegistered = false;
_isChainCall = false;
}
}
public override void OnBehaviorComplete()
{
EventManager.Instance.Unregister(EventManager.EventName.INFIGHT_CHARACTER_AI_CHAIN,
OnSpecialTriggerChanged);
_isRegistered = false;
_isChainCall = false;
}
}
}