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

48 lines
1.7 KiB
C#

using BehaviorDesigner.Runtime.Tasks;
using Gameplay.BT.Variables;
using Gameplay.Character;
using Gameplay.Unit;
using Gameplay.AI;
using Framework;
namespace Code.Scripts.Gameplay.AI.Task
{
/// <summary>
/// 召唤连锁组内的友军
/// </summary>
public class BTSendChainActive : Action
{
public SharedBattleInfo SharedBattleInfo;
private GameUnit _owner;
/// <summary>
/// 上一个目标
/// </summary>
private uint _lastTarget;
public override void OnStart()
{
_owner = GameUnitManager.instance.infightUnits.Search(SharedBattleInfo.Value.ownerId);
}
public override TaskStatus OnUpdate()
{
if (_owner != null && SharedBattleInfo.Value.theChosenOneId != Constants.INVALID_UINT_ID && _lastTarget != SharedBattleInfo.Value.theChosenOneId)
{
_lastTarget = SharedBattleInfo.Value.theChosenOneId;
EventManager.Instance.Send(EventManager.EventName.INFIGHT_CHARACTER_AI_GROUPCHAIN,
new EventDataSpecialAI
{
owner = _owner,
friendsInOwnerSight = AIUtils.FindFriendsInSightDistance(_owner),
target = SharedBattleInfo.Value.theChosenOneId,
groups = SharedBattleInfo.Value.groupInfo,
});
// DebugUtil.LogError("AI :{0} 发送了组连锁事件,目标是:{1}", _owner.GetID(), SharedBattleInfo.Value.theChosenOneId);
return TaskStatus.Running;
}
return TaskStatus.Failure;
}
}
}