59 lines
2.1 KiB
C#
59 lines
2.1 KiB
C#
using BehaviorDesigner.Runtime.Tasks;
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using Gameplay.BT.Variables;
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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 Gameplay;
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namespace Code.Scripts.Gameplay.BT.Task
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{
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public class BTBeginPatrol : BehaviorDesigner.Runtime.Tasks.Conditional
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{
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public SharedBattleInfo SharedBattleInfo;
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private int _targetCellIndex;
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private int _lastTargetPointIndex;
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private GameUnit _owner;
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private Map _map;
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private Level _level;
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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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_level = LevelManager.Instance.CurrentLevel;
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if (_level != null)
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_map = _level.Map;
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// 回到离自己最近的巡逻点
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if (SharedBattleInfo.Value.PartolPointIndex == -1)
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{
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SharedBattleInfo.Value.PartolPointIndex = AIUtils.FindNearestPointInPatrolInfo(_owner, SharedBattleInfo.Value.PatrolInfos);
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_lastTargetPointIndex = -1;
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}
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}
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public override TaskStatus OnUpdate()
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{
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if (AIUtils.AINeedStopUpdate(_level)) return TaskStatus.Running;
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if (!_owner.statusData.isMoveing && SharedBattleInfo.Value.PartolPointIndex != _lastTargetPointIndex && !AIUtils.IsNeedStop(_owner))
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{
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_lastTargetPointIndex = SharedBattleInfo.Value.PartolPointIndex;
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_targetCellIndex =
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AIUtils.GetPatrolPointIndexFromVector2Int(_map, SharedBattleInfo.Value.PartolPointIndex, SharedBattleInfo.Value.PatrolInfos);
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AIUtils.MoveTo(_owner, _targetCellIndex, false);
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return TaskStatus.Running;
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}
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if (_owner.transData.cellIndex == _targetCellIndex)
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return TaskStatus.Success;
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/*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
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_lastTargetPointIndex = -1;*/
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return TaskStatus.Running;
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}
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}
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} |