using BehaviorDesigner.Runtime.Tasks; using Framework; using Gameplay.AI; using Gameplay.BT.Variables; using Gameplay.Character; using Gameplay.Common; using Gameplay.Unit; namespace Code.Scripts.Gameplay.BT.Task { public class BTSendChainCall : Action { public SharedBattleInfo SharedBattleInfo; private GameUnit _owner; private uint _lastTarget; public override void OnStart() { _owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId); } public override TaskStatus OnUpdate() { if (_owner != null && SharedBattleInfo.Value.theChosenOneId != Constants.INVALID_UINT_ID && _lastTarget != SharedBattleInfo.Value.theChosenOneId) { _lastTarget = SharedBattleInfo.Value.theChosenOneId; EventManager.Instance.Send(EventManager.EventName.INFIGHT_CHARACTER_AI_CHAIN, new EventDataSpecialAI { owner = _owner, friendsInOwnerSight = AIUtils.FindFriendsInSightDistance(_owner), target = SharedBattleInfo.Value.theChosenOneId }); return TaskStatus.Running; } return TaskStatus.Failure; } } }