TH1/Unity/Assets/Scripts/BTNodeCanvas/AIExcuteAction.cs
2025-10-22 17:26:33 +08:00

50 lines
1.4 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 Logic.CrashSight;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using TH1_Logic.Action;
namespace NodeCanvas.Tasks.Actions
{
[Name("执行")]
[Category("AI节点")]
[Serializable]
public class AIExecuteAction : BaseActionTask
{
protected override string desc
{
get { return string.Format($"执行"); }
}
protected override void OnExecute()
{
base.OnExecute();
// 直接从Blackboard获取AICalculatorData
var data = blackboard.GetVariable<AICalculatorData>("Data");
if (data?.value == null)
{
EndAction(false);
return;
}
data.value.MaxAiAction.Param.MapData = data.value.Map;
data.value.MaxAiAction.Param.RefreshParams();
data.value.MaxAiAction.CheckIsActionInPlayerSight();
if (data.value.MaxAiAction.IsInSight)
data.value.MaxAiAction.ActionLogic.CameraControl(data.value.MaxAiAction.Param);
if (data.value.MaxAiAction.ActionLogic.ActionId.PlayerActionType == PlayerActionType.OfferAlly)
LogSystem.LogInfo($"AI 发起结盟");
EndAction(true);
}
}
}