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

59 lines
2.1 KiB
C#

using BehaviorDesigner.Runtime.Tasks;
using Gameplay.BT.Variables;
using Gameplay.Level;
using Gameplay.Unit;
using Gameplay.AI;
using Gameplay;
namespace Code.Scripts.Gameplay.BT.Task
{
public class BTBeginPatrol : BehaviorDesigner.Runtime.Tasks.Conditional
{
public SharedBattleInfo SharedBattleInfo;
private int _targetCellIndex;
private int _lastTargetPointIndex;
private GameUnit _owner;
private Map _map;
private Level _level;
public override void OnStart()
{
_owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerID);
_level = LevelManager.Instance.CurrentLevel;
if (_level != null)
_map = _level.Map;
// 回到离自己最近的巡逻点
if (SharedBattleInfo.Value.patrolPointIndex == -1)
{
SharedBattleInfo.Value.patrolPointIndex = AIUtils.FindNearestPointInPatrolInfo(_owner, SharedBattleInfo.Value.patrolInfos);
_lastTargetPointIndex = -1;
}
}
public override TaskStatus OnUpdate()
{
if (AIUtils.AINeedStopUpdate(_level)) return TaskStatus.Running;
if (!_owner.statusData.isMoveing && SharedBattleInfo.Value.patrolPointIndex != _lastTargetPointIndex && !AIUtils.IsNeedStop(_owner))
{
_lastTargetPointIndex = SharedBattleInfo.Value.patrolPointIndex;
_targetCellIndex =
AIUtils.GetPatrolPointIndexFromVector2Int(_map, SharedBattleInfo.Value.patrolPointIndex, SharedBattleInfo.Value.patrolInfos);
AIUtils.MoveTo(_owner, _targetCellIndex, false);
return TaskStatus.Running;
}
if (_owner.transData.cellIndex == _targetCellIndex)
return TaskStatus.Success;
/*if (!_owner.statusData.isMoveing) // 没有移动表示路径错误,被控制,被阻挡,需要重新设置移动
_lastTargetPointIndex = -1;*/
return TaskStatus.Running;
}
}
}