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

78 lines
2.4 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 BTMoveTo : Action
{
public SharedBattleInfo SharedBattleInfo;
private GameUnit _owner;
private GameUnit _target;
private uint _lastTarget;
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 (SharedBattleInfo.Value.targetID != Constants.INVALID_UINT_ID)
{
if (_lastTarget != SharedBattleInfo.Value.targetID && !AIUtils.IsNeedStop(_owner))
{
_lastTarget = SharedBattleInfo.Value.targetID;
if (GameUnitManager.instance.infightUnits.Contains(SharedBattleInfo.Value.targetID))
{
var target =
GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.targetID);
if (target != null)
{
AIUtils.CheckAndMove(_owner, target.transData.cellIndex);
}
}
}
if (_owner?.controlData.targetEnemy == null)
{
_lastTarget = Constants.INVALID_UINT_ID;
}
return TaskStatus.Running;
}
return TaskStatus.Failure;
}
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.targetID);
}
}
}
}