using BehaviorDesigner.Runtime.Tasks; using Gameplay.BT.Variables; using Gameplay.Character; using Gameplay.Level; using Gameplay.Unit; using Gameplay.AI; using Framework; namespace Code.Scripts.Gameplay.BT.Conditional { /// /// 是否受到攻击 不需要判断是否为同一目标 需要一直后退 /// public class BTBeingAttacked : BehaviorDesigner.Runtime.Tasks.Conditional { public SharedBattleInfo SharedBattleInfo; private bool _isBeingAttacked; private bool _isRegistered; private GameUnit _owner; private GameUnit _target; public override void OnStart() { if (!_isRegistered) { EventManager.Instance.Register(EventManager.EventName.INFIGHT_GET_DAMAGED_FOR_AI, OnDamaged); _isRegistered = true; _isBeingAttacked = false; } _owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId); } private void OnDamaged(EventDataGetDamaged data) { //data.sender 发送受伤的角色 data.owner 受到伤害的角色 if (data.owner.GetID() == _owner.GetID()) { _isBeingAttacked = true; _owner.statusData.isAttackActive = true; if (data.sender != null) { // 如果收到多个攻击 选择最近的攻击目标 _target = _target != null ? _target = AIUtils.GetNearestGameUnit(data.owner, data.sender, _target) : _target = data.sender; _target = AIUtils.GetNearestGameUnit(data.owner, data.sender, _target); SharedBattleInfo.Value.theChosenOneId = _target.GetID(); // DebugUtil.LogG($"BT harmed by: {data.sender?.GetID()} ,But Target is :{_target.GetID()}, owner: {_owner?.GetID()}"); } } } public override TaskStatus OnUpdate() { AIUtils.ActiveAIAttack(_owner); // _owner.controlData.targetEnemy 外部判断 if (SharedBattleInfo.Value.AIName == LevelData.AIType.FallBackIntensifyAI) { // 被攻击但攻击对象不在视野内 if (_isBeingAttacked && _owner.controlData.targetEnemy == null) { _isBeingAttacked = false; return TaskStatus.Success; } // 被攻击但敌人在攻击范围内 if (_isBeingAttacked && _owner.controlData.targetEnemy != null) { _isBeingAttacked = false; return TaskStatus.Running; } } if (_isBeingAttacked && SharedBattleInfo.Value.AIName == LevelData.AIType.FallBackAI) { if (SharedBattleInfo.Value.theChosenOneId != Constants.INVALID_UINT_ID) { _isBeingAttacked = false; return TaskStatus.Success; } } return TaskStatus.Running; } public override void OnEnd() { if (_isBeingAttacked) { EventManager.Instance.Unregister(EventManager.EventName.INFIGHT_GET_DAMAGED_FOR_AI, OnDamaged); _isRegistered = false; } _isBeingAttacked = false; } public override void OnBehaviorComplete() { EventManager.Instance.Unregister(EventManager.EventName.INFIGHT_GET_DAMAGED_FOR_AI, OnDamaged); _isBeingAttacked = false; _isRegistered = false; } } }