using BehaviorDesigner.Runtime.Tasks; using Gameplay.BT.Variables; using Gameplay.Level; using Gameplay.Unit; using Framework; namespace Code.Scripts.Gameplay.BT.Conditional { public class BTChainTrigger : 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() { // 撤退型不主动召唤 if (_owner != null && IsNotFallBack() && SharedBattleInfo.Value.AttachAIName == LevelData.AttachAIType.ChainAI && SharedBattleInfo.Value.targetID != Constants.INVALID_UINT_ID) { return TaskStatus.Success; } return TaskStatus.Failure; } private bool IsNotFallBack() { return SharedBattleInfo.Value.AIName != LevelData.AIType.FallBackIntensifyAI && SharedBattleInfo.Value.AIName != LevelData.AIType.FallBackAI; } } }