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

69 lines
2.1 KiB
C#

using BehaviorDesigner.Runtime.Tasks;
using Framework;
using Gameplay.BT.Variables;
using Gameplay.Character;
using Gameplay.Unit;
public class BTHasReceivdGroupCalled : Conditional
{
public SharedBattleInfo SharedBattleInfo;
private bool _isRegistered;
private bool _isChainCall;
private GameUnit _owner;
public override void OnStart()
{
_owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId);
if (!_isRegistered)
{
EventManager.Instance.Register<EventDataSpecialAI>(EventManager.EventName.INFIGHT_CHARACTER_AI_GROUPCHAIN,
OnGroupChain);
_isRegistered = true;
_isChainCall = false;
}
}
private void OnGroupChain(EventDataSpecialAI chainAIData)
{
foreach (var group in SharedBattleInfo.Value.groupInfo)
{
if (chainAIData.groups.Contains(group))
{
_owner.statusData.isAttackActive = true;
_isChainCall = true;
SharedBattleInfo.Value.theChosenOneId = chainAIData.target;
//DebugUtil.LogError("AI {0} ,已经被指定组触发,目标是:{1}", _owner.GetID(), SharedBattleInfo.Value.theChosenOneId);
}
}
}
public override TaskStatus OnUpdate()
{
if (_isChainCall)
{
return TaskStatus.Success;
}
return TaskStatus.Failure;
}
public override void OnEnd()
{
if (_isChainCall)
{
EventManager.Instance.Unregister<EventDataSpecialAI>(EventManager.EventName.INFIGHT_CHARACTER_AI_CHAIN,
OnGroupChain);
_isRegistered = false;
_isChainCall = false;
}
}
public override void OnBehaviorComplete()
{
EventManager.Instance.Unregister<EventDataSpecialAI>(EventManager.EventName.INFIGHT_CHARACTER_AI_CHAIN,
OnGroupChain);
_isRegistered = false;
_isChainCall = false;
}
}