NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Gameplay/AI/Task/BTMoveAway.cs

72 lines
2.3 KiB
C#

using BehaviorDesigner.Runtime.Tasks;
using Cysharp.Threading.Tasks;
using Gameplay.BT.Variables;
using Gameplay.Unit;
using Gameplay.AI;
using Framework;
namespace Code.Scripts.Gameplay.BT.Task
{
public class BTMoveAway : Action
{
public SharedBattleInfo SharedBattleInfo;
private GameUnit _owner;
private bool lastMoveState;
private bool needCheck;
public override void OnStart()
{
_owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId);
}
public override TaskStatus OnUpdate()
{
if (_owner == null) return TaskStatus.Failure;
// 避开其他AI
AvoidOtherUnit();
if (_owner != null && SharedBattleInfo.Value.theChosenOneId != Constants.INVALID_UINT_ID &&
!AIUtils.IsNeedStop(_owner))
{
if (GameUnitManager.instance.infightUnits.Contains(SharedBattleInfo.Value.theChosenOneId))
{
var enemy = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.theChosenOneId);
if (enemy != null && !enemy.statusData.isDead)
{
if (AIUtils.MoveAway(_owner, enemy))
SharedBattleInfo.Value.theChosenOneId = Constants.INVALID_UINT_ID;
}
}
else
{
SharedBattleInfo.Value.theChosenOneId = Constants.INVALID_UINT_ID;
}
}
return TaskStatus.Success;
}
private async void AvoidOtherUnit()
{
if (AIUtils.IsNeedStop(_owner)) return;
if (_owner.statusData.isMoveing && !needCheck)
{
needCheck = true;
}
if (needCheck && !_owner.statusData.isMoveing &&
_owner.controlData.targetCellIndex == -1)
{
needCheck = false;
// 随机等待 防止同步
var randomDelay = UnityEngine.Random.Range(0f, 1f);
await UniTask.Delay((int)(randomDelay * 1000));
AIUtils.CheckAreaIsOtherEnemyUnit(_owner, SharedBattleInfo.Value.theChosenOneId);
}
}
}
}