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

73 lines
2.0 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
{
[Name("设置冷静期 不处于冷静期")]
[Category("AI节点")]
[Serializable]
public class AIParamIsCalm : BaseActionTask
{
public bool IsSet = false;
protected override string desc
{
get
{
if (IsSet) return "设置冷静期";
return "不处于冷静期";
}
}
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;
}
if (IsSet)
{
if (data.value.MaxAiAction != null)
{
var self = data.value.MaxAiAction.Param.PlayerData;
var target = data.value.MaxAiAction.Param.TargetPlayerData;
self.GetCountryDiplomacyInfo(target.Id, out var selfToTarget);
selfToTarget.IsCalm = 3;
EndAction(true);
}else EndAction(false);
}
else
{
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 (selfToTarget.IsCalm <= 0) continue;
data.value.AIActions.RemoveAt(i);
}
EndAction(data.value.AIActions.Count > 0);
}
}
}
}