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

50 lines
1.6 KiB
C#

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