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