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

62 lines
2.2 KiB
C#

using BehaviorDesigner.Runtime.Tasks;
using Framework;
using Gameplay.AI;
using Gameplay.BT.Variables;
using Gameplay.Common;
using Gameplay.Level;
namespace Code.Scripts.Gameplay.BT.Conditional
{
public class BTWithinSight : BehaviorDesigner.Runtime.Tasks.Conditional
{
public SharedBattleInfo SharedBattleInfo;
private GameUnit _owner;
private Level _level;
public override void OnStart()
{
_level = LevelManager.Instance.CurrentLevel;
_owner = GameUnitMapper.Inst.GetUnitById(SharedBattleInfo.Value.ownerId);
DebugUtil.LogG($"BTWithinSight OnAwake, aiOwner id: {_owner?.GetID()}");
}
public override TaskStatus OnUpdate()
{
if (_owner != null && _level != null
&& _owner.controlData.followUnit == null
&& _owner.controlData.targetEnemy == null)
{
var enemy = AIUtils.FindNearestEnemyInSightDistance(_owner);
if (enemy != null)
{
SharedBattleInfo.Value.theChosenOneId = enemy.GetID();
return TaskStatus.Success;
}
else
{
SharedBattleInfo.Value.theChosenOneId = Constants.INVALID_UINT_ID;
return TaskStatus.Failure;
}
}
else if (_owner != null && _level != null
&& (_owner.controlData.followUnit != null || _owner.controlData.targetEnemy != null))
{
if (_owner.controlData.targetEnemy != null)
{
SharedBattleInfo.Value.theChosenOneId = _owner.controlData.targetEnemy.GetID();
return TaskStatus.Success;
}
if (_owner.controlData.followUnit != null)
{
SharedBattleInfo.Value.theChosenOneId = _owner.controlData.followUnit.GetID();
return TaskStatus.Success;
}
}
return TaskStatus.Running;
}
}
}