using BehaviorDesigner.Runtime.Tasks; using Framework; using Gameplay.AI; using Gameplay.BT.Variables; using Gameplay.Common; using Gameplay.Level; using Gameplay.Unit; namespace Code.Scripts.Gameplay.BT.Conditional { public class BTChainTrigger : BehaviorDesigner.Runtime.Tasks.Conditional { public SharedBattleInfo SharedBattleInfo; private GameUnit _owner; private uint _lastTarget; public override void OnStart() { _owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId); } public override TaskStatus OnUpdate() { if (_owner != null && SharedBattleInfo.Value.AttachAIName == LevelData.AttachAIType.ChainAI && _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 { return TaskStatus.Failure; } } else if (_owner != null && SharedBattleInfo.Value.AttachAIName == LevelData.AttachAIType.ChainAI && (_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.Failure; } } }