using BehaviorDesigner.Runtime.Tasks; using Gameplay.BT.Variables; using Gameplay.Character; using Gameplay.Level; using Gameplay.Unit; using Gameplay.AI; using Framework; namespace Code.Scripts.Gameplay.BT.Task { /// /// 召唤视野里面的友军 /// 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() { // 撤退型不主动发送召唤事件 if (_owner != null && IsNotFallBack() && 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; } private bool IsNotFallBack() { return SharedBattleInfo.Value.AIName != LevelData.AIType.FallBackIntensifyAI && SharedBattleInfo.Value.AIName != LevelData.AIType.FallBackAI; } } }