using System.Collections.Generic; using Gameplay.BT.Variables; using static Gameplay.Level.LevelData; namespace Gameplay.Unit { public class UnitLevelData { public int monsterId; public int LocalId; // public int BornPosition; public AIType AIName; public AttachAIType AttachAIName; public CharacterToward NpcToward; public List PatrolInfos; public List GroupInfos; public int DefensiveDistance; /// /// AI的共享数据 /// public SharedBattleInfo AIBattleInfo; /// /// 是否在加载时隐藏 /// public bool IsHideOnLoad; /// /// AI被召唤时的目标位置 /// public int CellHelpTargetPosition = -1; /// /// 行为树配置 /// public string AIConfigName; /// /// 停止移动 /// public bool StopMove; /// /// 避让参数 暂时舍弃 /// public readonly AvoidanceContext AvoidanceData = new (); /// /// 避让结构 暂时舍弃 /// public class AvoidanceContext { public bool NeedAvoidCheck; public float AvoidCheckTimer; public float CurrentAvoidDelay; } } }