using BehaviorDesigner.Runtime.Tasks; using Framework; using Gameplay.BT.Variables; using Gameplay.Character; using Gameplay.Unit; public class BTHasReceivdGroupCalled : 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_GROUPCHAIN, OnGroupChain); _isRegistered = true; _isChainCall = false; } } private void OnGroupChain(EventDataSpecialAI chainAIData) { foreach (var group in SharedBattleInfo.Value.groupInfo) { if (chainAIData.groups.Contains(group)) { _owner.statusData.isAttackActive = true; _isChainCall = true; SharedBattleInfo.Value.theChosenOneId = chainAIData.target; //DebugUtil.LogError("AI {0} ,已经被指定组触发,目标是:{1}", _owner.GetID(), SharedBattleInfo.Value.theChosenOneId); } } } 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, OnGroupChain); _isRegistered = false; _isChainCall = false; } } public override void OnBehaviorComplete() { EventManager.Instance.Unregister(EventManager.EventName.INFIGHT_CHARACTER_AI_CHAIN, OnGroupChain); _isRegistered = false; _isChainCall = false; } }