TH1/Unity/Assets/Scripts/BTNodeCanvas/AIParamFeelingValue.cs

59 lines
1.6 KiB
C#

/*
* @Author: 白哉
* @Description:
* @Date: 2025年06月06日 星期五 19:06:16
* @Modify:
*/
using System;
using Logic.AI;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using RuntimeData;
namespace NodeCanvas.Tasks.Actions
{
[Category("AIAction")]
[Serializable]
public class AIParamFeelingValue : BaseActionTask
{
public bool MoreThan;
public float Value;
protected override string desc
{
get
{
if (MoreThan) return string.Format($"筛选好感度 >= {Value}");
return string.Format($"筛选好感度 <= {Value}");
}
}
protected override void OnExecute()
{
base.OnExecute();
// 直接从Blackboard获取AICalculatorData
var data = blackboard.GetVariable<AICalculatorData>("Data");
if (data?.value?.TargetParam == null)
{
EndAction(false);
return;
}
for (int i = data.value.AIActions.Count - 1; i >= 0; i--)
{
var self = data.value.AIActions[i].Param.PlayerData;
var target = data.value.AIActions[i].Param.TargetPlayerData;
self.GetCountryDiplomacyInfo(target.Id, out var selfToTarget);
if (MoreThan && selfToTarget.FeelingValue >= Value) continue;
if (!MoreThan && selfToTarget.FeelingValue <= Value) continue;
data.value.AIActions.RemoveAt(i);
}
EndAction(data.value.AIActions.Count > 0);
}
}
}