using BehaviorDesigner.Runtime.Tasks; using Gameplay.BT.Variables; using Gameplay.Character; using Gameplay.Unit; using Framework; namespace Code.Scripts.Gameplay.BT.Conditional { /// /// 接受连锁召唤事件 /// public class BTHasReceivdCalled : BehaviorDesigner.Runtime.Tasks.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_CHAIN, OnSpecialTriggerChanged); _isRegistered = true; _isChainCall = false; } } private void OnSpecialTriggerChanged(EventDataSpecialAI chainAIData) { if (chainAIData.friendsInOwnerSight.Contains(_owner) && chainAIData.owner != _owner) { _owner.statusData.isAttackActive = true; _isChainCall = true; SharedBattleInfo.Value.theChosenOneId = chainAIData.target; // DebugUtil.LogError("AI {0} ,已经被连锁召唤,召唤者是:{1}, 目标是:{2}", _owner.GetID(), chainAIData.owner.GetID(), chainAIData.target); } } 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, OnSpecialTriggerChanged); _isRegistered = false; _isChainCall = false; } } public override void OnBehaviorComplete() { EventManager.Instance.Unregister(EventManager.EventName.INFIGHT_CHARACTER_AI_CHAIN, OnSpecialTriggerChanged); _isRegistered = false; _isChainCall = false; } } }