TH1/Unity/Assets/Scripts/BTNodeCanvas/AIParamIsAroundUnitHealthInCondi.cs
2026-04-17 15:01:13 +08:00

66 lines
2.3 KiB
C#

/*
* @Author: 白哉
* @Description:
* @Date: 2025年10月21日 星期二 17:10:56
* @Modify:
*/
using System;
using System.Collections.Generic;
using Logic.AI;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using RuntimeData;
namespace NodeCanvas.Tasks.Actions
{
[Name("周围存在己方单位兵血量 <= Condi?")]
[Category("AI节点")]
[Serializable]
public class AIParamIsAroundUnitHealthInCondi : BaseActionTask
{
private static List<GridData> _aroundBuf;
protected override string desc=> $"周围存在己方单位兵血量 <= Condi?";
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;
}
var condi = 0f;
if (data.value.TargetStrategy == Strategy.Development) condi = 0.3f;
if (data.value.TargetStrategy == Strategy.Attack || data.value.TargetStrategy == Strategy.Defend ||
data.value.TargetStrategy == Strategy.Common) condi = 0.6f;
var selfUnit = data.value.TargetParam.UnitData;
var selfGrid = selfUnit.Grid(data.value.TargetParam.MapData);
var selfPlayer = selfUnit.Player(data.value.TargetParam.MapData);
if (selfGrid != null && selfPlayer != null)
{
_aroundBuf ??= new List<GridData>();
_aroundBuf.Clear();
data.value.TargetParam.MapData.GridMap.GetAroundGridData(1, 1, selfGrid, _aroundBuf);
foreach (var around in _aroundBuf)
{
around.VisibleUnit(data.value.TargetParam.MapData,selfPlayer,out var unit);
var player = unit.Player(data.value.TargetParam.MapData);
if (player == null || player != selfPlayer) continue;
if (unit.GetHealthRatio() <= condi) continue;
EndAction(true);
return;
}
}
EndAction(false);
}
}
}