50 lines
1.6 KiB
C#
50 lines
1.6 KiB
C#
using BehaviorDesigner.Runtime.Tasks;
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using Gameplay.BT.Variables;
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using Gameplay.Character;
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using Gameplay.Level;
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using Gameplay.Unit;
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using Gameplay.AI;
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using Framework;
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namespace Code.Scripts.Gameplay.BT.Task
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{
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/// <summary>
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/// 召唤视野里面的友军
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/// </summary>
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public class BTSendChainCall : Action
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{
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public SharedBattleInfo SharedBattleInfo;
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private GameUnit _owner;
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private uint _lastTarget;
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public override void OnStart()
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{
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_owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerID);
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}
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public override TaskStatus OnUpdate()
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{
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// 撤退型不主动发送召唤事件
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if (_owner != null && IsNotFallBack() && SharedBattleInfo.Value.targetID != Constants.INVALID_UINT_ID
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&& _lastTarget != SharedBattleInfo.Value.targetID)
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{
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_lastTarget = SharedBattleInfo.Value.targetID;
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EventManager.Instance.Send(EventManager.EventName.INFIGHT_CHARACTER_AI_CHAIN, new EventDataSpecialAI
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{
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owner = _owner,
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friendsInOwnerSight = AIUtils.FindFriendsInSightDistance(_owner),
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target = SharedBattleInfo.Value.targetID
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});
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return TaskStatus.Running;
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}
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return TaskStatus.Failure;
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}
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private bool IsNotFallBack()
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{
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return SharedBattleInfo.Value.AIName != LevelData.AIType.FallBackIntensifyAI &&
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SharedBattleInfo.Value.AIName != LevelData.AIType.FallBackAI;
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}
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}
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} |