using System.Collections.Generic; using BehaviorDesigner.Runtime; using Cysharp.Threading.Tasks; using Gameplay.BT; using PhxhSDK; using UnityEngine; namespace Gameplay.AI { using Framework; public class AIManager : Singlenton, IInitable, IUpdatable { private BTImplement _iaiImplement; public void Init() { _iaiImplement = BTImplement.Instance; _iaiImplement.Init(); } public void Release() { _iaiImplement.Release(); } public void Update(float deltaTime) { _iaiImplement.Update(deltaTime); } public async UniTask RegisterAI(GameObject go, string aiName) { return await _iaiImplement.RegisterAI(go, aiName); } public void UnRegisterAI(GameObject go) { _iaiImplement.UnRegisterAI(go); } public async UniTask PreLoadAI(HashSet aiNames, int initCount) { await _iaiImplement.PreLoadAI(aiNames, initCount); } } }