NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/AI/Conditional/BTBeingAttacked.cs

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C#
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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.Conditional
{
/// <summary>
/// 是否受到攻击 不需要判断是否为同一目标 需要一直后退
/// </summary>
public class BTBeingAttacked : BehaviorDesigner.Runtime.Tasks.Conditional
{
public SharedBattleInfo SharedBattleInfo;
private bool _isBeingAttacked;
private bool _isRegistered;
private GameUnit _owner;
private GameUnit _target;
public override void OnStart()
{
if (!_isRegistered)
{
EventManager.Instance.Register<EventDataGetDamaged>(EventManager.EventName.INFIGHT_GET_DAMAGED_FOR_AI, OnDamaged);
_isRegistered = true;
_isBeingAttacked = false;
}
_owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId);
}
private void OnDamaged(EventDataGetDamaged data)
{
//data.sender 发送受伤的角色 data.owner 受到伤害的角色
if (data.owner.GetID() == _owner.GetID())
{
_isBeingAttacked = true;
_owner.statusData.isAttackActive = true;
if (data.sender != null)
{
// 如果收到多个攻击 选择最近的攻击目标
_target = _target != null
? _target = AIUtils.GetNearestGameUnit(data.owner, data.sender, _target)
: _target = data.sender;
_target = AIUtils.GetNearestGameUnit(data.owner, data.sender, _target);
SharedBattleInfo.Value.theChosenOneId = _target.GetID();
// DebugUtil.LogG($"BT harmed by: {data.sender?.GetID()} ,But Target is {_target.GetID()}, owner: {_owner?.GetID()}");
}
}
}
public override TaskStatus OnUpdate()
{
AIUtils.ActiveAIAttack(_owner);
// _owner.controlData.targetEnemy 外部判断
if (SharedBattleInfo.Value.AIName == LevelData.AIType.FallBackIntensifyAI)
{
// 被攻击但攻击对象不在视野内
if (_isBeingAttacked && _owner.controlData.targetEnemy == null)
{
_isBeingAttacked = false;
return TaskStatus.Success;
}
// 被攻击但敌人在攻击范围内
if (_isBeingAttacked && _owner.controlData.targetEnemy != null)
{
_isBeingAttacked = false;
return TaskStatus.Running;
}
}
if (_isBeingAttacked && SharedBattleInfo.Value.AIName == LevelData.AIType.FallBackAI)
{
if (SharedBattleInfo.Value.theChosenOneId != Constants.INVALID_UINT_ID)
{
_isBeingAttacked = false;
return TaskStatus.Success;
}
}
return TaskStatus.Running;
}
public override void OnEnd()
{
if (_isBeingAttacked)
{
EventManager.Instance.Unregister<EventDataGetDamaged>(EventManager.EventName.INFIGHT_GET_DAMAGED_FOR_AI, OnDamaged);
_isRegistered = false;
}
_isBeingAttacked = false;
}
public override void OnBehaviorComplete()
{
EventManager.Instance.Unregister<EventDataGetDamaged>(EventManager.EventName.INFIGHT_GET_DAMAGED_FOR_AI, OnDamaged);
_isBeingAttacked = false;
_isRegistered = false;
}
}
}