/* * @Author: 白哉 * @Description: * @Date: 2025年06月06日 星期五 19:06:16 * @Modify: */ using System; using Logic.Action; using Logic.AI; using NodeCanvas.Framework; using ParadoxNotion.Design; using RuntimeData; namespace NodeCanvas.Tasks.Actions { [Name("Action 随机")] [Category("AI节点")] [Serializable] public class AIParamActionRandom : BaseActionTask { protected override string desc => $"Action 随机"; protected override void OnExecute() { base.OnExecute(); // 直接从Blackboard获取AICalculatorData var data = blackboard.GetVariable("Data"); if (data?.value?.TargetParam == null) { EndAction(false); return; } if (data.value.AIActions.Count == 0) { EndAction(false); return; } // 随机选择一个保留 int randomIndex = UnityEngine.Random.Range(0, data.value.AIActions.Count); var selectedAction = data.value.AIActions[randomIndex]; data.value.AIActions.Clear(); data.value.AIActions.Add(selectedAction); EndAction(true); } } }