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

50 lines
1.6 KiB
C#

using BehaviorDesigner.Runtime.Tasks;
using Gameplay.BT.Variables;
using Gameplay.Unit;
using Gameplay.AI;
using Framework;
namespace Code.Scripts.Gameplay.BT.Task
{
public class BTMoveAway : Action
{
public SharedBattleInfo SharedBattleInfo;
private GameUnit _owner;
private bool lastMoveState;
private AIUtils.AvoidanceContext avoidContext;
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
AIUtils.TryAvoidOtherUnit(_owner, ref avoidContext, SharedBattleInfo.Value.targetID);
if (_owner != null && SharedBattleInfo.Value.targetID != Constants.INVALID_UINT_ID &&
!AIUtils.IsNeedStop(_owner))
{
if (GameUnitManager.instance.infightUnits.Contains(SharedBattleInfo.Value.targetID))
{
var enemy = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.targetID);
if (enemy != null && !enemy.statusData.isDead)
{
if (AIUtils.MoveAway(_owner, enemy))
SharedBattleInfo.Value.targetID = Constants.INVALID_UINT_ID;
}
}
else
{
SharedBattleInfo.Value.targetID = Constants.INVALID_UINT_ID;
}
}
return TaskStatus.Success;
}
}
}