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

75 lines
2.5 KiB
C#

using BehaviorDesigner.Runtime.Tasks;
using Gameplay.BT.Variables;
using Gameplay.Character;
using Gameplay.Level;
using Gameplay.Unit;
using Framework;
namespace Code.Scripts.Gameplay.BT.Conditional
{
/// <summary>
/// 接受连锁召唤事件
/// </summary>
public class BTHasReceivdCalled : BehaviorDesigner.Runtime.Tasks.Conditional
{
public SharedBattleInfo SharedBattleInfo;
private bool _isRegistered;
private bool _isChainCall;
private GameUnit _owner;
public override void OnStart()
{
_owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId);
if (!_isRegistered)
{
EventManager.Instance.Register<EventDataSpecialAI>(EventManager.EventName.INFIGHT_CHARACTER_AI_CHAIN,
OnSpecialTriggerChanged);
_isRegistered = true;
_isChainCall = false;
}
}
private void OnSpecialTriggerChanged(EventDataSpecialAI chainAIData)
{
var sender = chainAIData.owner;
if (chainAIData.friendsInOwnerSight.Contains(_owner) && sender.GetID() != _owner.GetID() &&
sender.commonData.troopId == _owner.commonData.troopId)
{
_owner.statusData.isAttackActive = true;
_isChainCall = true;
SharedBattleInfo.Value.theChosenOneId = chainAIData.target;
// DebugUtil.LogError("AI {0} ,已经被连锁召唤,召唤者是:{1}, 目标是:{2}", _owner.GetID(), chainAIData.owner.GetID(), chainAIData.target);
}
}
public override TaskStatus OnUpdate()
{
if (_isChainCall && SharedBattleInfo.Value.AIName != LevelData.AIType.StupidDefendAI)
{
return TaskStatus.Success;
}
return TaskStatus.Failure;
}
public override void OnEnd()
{
if (_isChainCall)
{
EventManager.Instance.Unregister<EventDataSpecialAI>(EventManager.EventName.INFIGHT_CHARACTER_AI_CHAIN,
OnSpecialTriggerChanged);
_isRegistered = false;
_isChainCall = false;
}
}
public override void OnBehaviorComplete()
{
EventManager.Instance.Unregister<EventDataSpecialAI>(EventManager.EventName.INFIGHT_CHARACTER_AI_CHAIN,
OnSpecialTriggerChanged);
_isRegistered = false;
_isChainCall = false;
}
}
}