using System; using Gameplay; using Framework; using Gameplay.AI; using UnityEngine; using Gameplay.Unit; using Gameplay.Level; using Gameplay.BT.Variables; using BehaviorDesigner.Runtime.Tasks; using Action = BehaviorDesigner.Runtime.Tasks.Action; public class BTMoveAroundToNew : Action { public SharedBattleInfo SharedBattleInfo; private GameUnit owner; private GameUnit target; private Map map; private EStage _stage = EStage.None; private int _stageTargetCellIndex = -1; private int _targetCellIndex = -1; private int attackDistance; private Vector2Int targetV2; private Vector2Int ownerV2; private uint _lastTarget; private enum EStage { None, Stage1, Stage2, } public override void OnStart() { owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId); target = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.theChosenOneId); map = LevelManager.Instance.CurrentLevel.Map; _stageTargetCellIndex = -1; _targetCellIndex = -1; } public override TaskStatus OnUpdate() { if (SharedBattleInfo.Value.theChosenOneId != Constants.INVALID_UINT_ID) { if (owner?.controlData.targetEnemy == null && _stage == EStage.Stage2) { var enemy = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.theChosenOneId); if (enemy != null && !enemy.statusData.isDead) { target = enemy; _targetCellIndex = -1; _stage = EStage.None; } else { SharedBattleInfo.Value.theChosenOneId = Constants.INVALID_UINT_ID; } } if (HasTargetMoved()) { RememberTarget(); switch (_stage) { case EStage.None: _stageTargetCellIndex = GetStageTargetCell(); _stage = EStage.Stage1; AIUtils.CheckAndMove(owner, _stageTargetCellIndex); break; case EStage.Stage1: _stageTargetCellIndex = GetStageTargetCell(); AIUtils.CheckAndMove(owner, _stageTargetCellIndex); break; case EStage.Stage2: break; default: throw new ArgumentOutOfRangeException(); } return TaskStatus.Running; } if (HasStageArrived() && !AIUtils.IsNeedStop(owner)) { switch (_stage) { case EStage.Stage1: _stage = EStage.Stage2; _stageTargetCellIndex = target.transData.cellIndex; AIUtils.CheckAndMove(owner, target.transData.cellIndex); break; } } return TaskStatus.Running; } return TaskStatus.Failure; } private int GetStageTargetCell() { attackDistance = target.fightData.attackDistance / 2; targetV2 = map.TGSCellIndex2BlockPosition(target.transData.cellIndex); ownerV2 = map.TGSCellIndex2BlockPosition(owner.transData.cellIndex); var correctPos = targetV2; if (targetV2.y > ownerV2.y && targetV2.x > ownerV2.x) //左下 { var x = targetV2.x + attackDistance; var y = targetV2.y + attackDistance + 1; while (x >= map.MapData.Height) { x--; } while (y >= map.MapData.Width) { y--; } correctPos = new Vector2Int(x, y); // DebugUtil.Log("在目标的左下方,获取到的正确位置是:{0}", correctPos); } if (targetV2.y > ownerV2.y && targetV2.x < ownerV2.x) //左上 { var x1 = targetV2.x - attackDistance; var y1 = targetV2.y + attackDistance + 1; while (x1 < 0) { x1++; } while (y1 >= map.MapData.Width) { y1--; } correctPos = new Vector2Int(x1, y1); // DebugUtil.LogError("在目标的左上方,获取到的正确位置是:{0}", correctPos); } if (targetV2.y < ownerV2.y && targetV2.x > ownerV2.x) //右下 { var x = targetV2.x + attackDistance; var y = targetV2.y - attackDistance + 1; while (x >= map.MapData.Height) { x--; } while (y < 0) { y++; } correctPos = new Vector2Int(x, y); // DebugUtil.LogError("在目标的右下方,获取到的正确位置是:{0}", correctPos); } if (targetV2.y < ownerV2.y && targetV2.x < ownerV2.x) //右上 { var x1 = targetV2.x - attackDistance; var y2 = targetV2.y - attackDistance + 1; while (x1 < 0) { x1++; } while (y2 < 0) { y2++; } correctPos = new Vector2Int(x1, y2); // DebugUtil.LogError("在目标的右上方,获取到的正确位置是:{0}", correctPos); } var cellPos = map.BlockPosition2TGSCellIndex(correctPos); var targetCellIndex = AIUtils.CheckAndGetCanPassOneCycleCellIndex(map, owner, cellPos); if (targetCellIndex == -1) targetCellIndex = owner.transData.cellIndex; // DebugUtil.LogError("最后需要返回:{0}", map.TGSCellIndex2BlockPosition(targetCellIndex)); return targetCellIndex; } private bool HasTargetMoved() { return _targetCellIndex != target.transData.cellIndex; } private void RememberTarget() { _targetCellIndex = target.transData.cellIndex; } private bool HasStageArrived() { return _stageTargetCellIndex == owner?.transData.cellIndex; } }