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

46 lines
1.4 KiB
C#

using BehaviorDesigner.Runtime.Tasks;
using Framework;
using Gameplay.AI;
using Gameplay.BT.Variables;
using Gameplay.Common;
using Gameplay.Unit;
namespace Code.Scripts.Gameplay.BT.Task
{
public class BTMoveTo : Action
{
public SharedBattleInfo SharedBattleInfo;
private GameUnit _owner;
private uint _lastTarget;
public override void OnStart()
{
_owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId);
if (_owner != null)
{
DebugUtil.Log("BT move to start, owner: {0}",_owner?.GetID());
}
}
public override TaskStatus OnUpdate()
{
if (SharedBattleInfo.Value.theChosenOneId != Constants.INVALID_UINT_ID)
{
if(_lastTarget != SharedBattleInfo.Value.theChosenOneId && !AIUtils.IsNeedStop(_owner))
{
_lastTarget = SharedBattleInfo.Value.theChosenOneId;
_owner?.MoveTo(GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.theChosenOneId));
DebugUtil.LogG($"BT move to update success, owner: {_owner?.GetID()}, target: {SharedBattleInfo.Value.theChosenOneId}");
}
return TaskStatus.Running;
}
return TaskStatus.Failure;
}
}
}