using System; using BehaviorDesigner.Runtime; using System.Collections.Generic; using static Gameplay.Level.LevelData; namespace Gameplay.BT.Variables { [Serializable] public class BattleInfo { public AIType AIName; public AttachAIType AttachAIName; public List groupInfo; public bool AutoFight = true; public List cannotReach; public uint ownerID; public uint targetID; /// /// 巡逻点索引 /// public int patrolPointIndex; /// /// 巡逻数据 /// public List patrolInfos; /// /// 特殊目标 /// public uint specialTargetID; /// /// 锁定目标时间 /// public float lockSpecialTargetTime; /// /// 路点索引 /// public int roadPointIndex; /// /// 停止获取目标 /// public bool stopGetTarget; } public class SharedBattleInfo : SharedVariable { public static implicit operator SharedBattleInfo(BattleInfo value) { return new SharedBattleInfo { Value = value }; } } }