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

37 lines
1.1 KiB
C#

using BehaviorDesigner.Runtime.Tasks;
using Gameplay.BT.Variables;
using Gameplay.Level;
using Gameplay.Unit;
using Framework;
namespace Code.Scripts.Gameplay.BT.Conditional
{
public class BTChainTrigger : BehaviorDesigner.Runtime.Tasks.Conditional
{
public SharedBattleInfo SharedBattleInfo;
private GameUnit _owner;
public override void OnStart()
{
_owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerID);
}
public override TaskStatus OnUpdate()
{
// 撤退型不主动召唤
if (_owner != null && IsNotFallBack() && SharedBattleInfo.Value.AttachAIName == LevelData.AttachAIType.ChainAI &&
SharedBattleInfo.Value.targetID != Constants.INVALID_UINT_ID)
{
return TaskStatus.Success;
}
return TaskStatus.Failure;
}
private bool IsNotFallBack()
{
return SharedBattleInfo.Value.AIName != LevelData.AIType.FallBackIntensifyAI &&
SharedBattleInfo.Value.AIName != LevelData.AIType.FallBackAI;
}
}
}