using BehaviorDesigner.Runtime.Tasks; using Framework; using Gameplay.BT.Variables; using Gameplay.Unit; namespace Code.Scripts.Gameplay.AI.Conditional { /// /// 检测是否被激活 /// public class BTCheckAIGroup : BehaviorDesigner.Runtime.Tasks.Conditional { public SharedBattleInfo SharedBattleInfo; private GameUnit _owner; public override void OnStart() { _owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId); } public override TaskStatus OnUpdate() { if (SharedBattleInfo.Value.groupInfo.Count > 0 && SharedBattleInfo.Value.theChosenOneId != Constants.INVALID_UINT_ID) { return TaskStatus.Success; } return TaskStatus.Failure; } } }