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

69 lines
2.2 KiB
C#

/*
* @Author: 白哉
* @Description:
* @Date: 2025年06月06日 星期五 19:06:16
* @Modify:
*/
using System;
using System.Collections.Generic;
using Logic.AI;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
using RuntimeData;
namespace NodeCanvas.Tasks.Actions
{
[Name("目标附近存在不满血的拥有Skill的友方单位")]
[Category("AI节点")]
[Serializable]
public class AIParamAroundTargetSkillUnit : BaseActionTask
{
public SkillType TargetSkill;
private static List<GridData> _aroundBuf;
protected override string desc => $"目标点附近存在不满血的拥有 {TargetSkill} 的友方单位";
protected override void OnExecute()
{
base.OnExecute();
// 直接从Blackboard获取AICalculatorData
var data = blackboard.GetVariable<AICalculatorData>("Data");
if (data?.value?.TargetParam.UnitData == null)
{
EndAction(false);
return;
}
for (int i = data.value.AIActions.Count - 1; i >= 0; i--)
{
var map = data.value.AIActions[i].Param.MapData;
var selfUnit = data.value.AIActions[i].Param.UnitData;
var targetGrid = data.value.AIActions[i].Param.GridData;
_aroundBuf ??= new List<GridData>();
_aroundBuf.Clear();
map.GridMap.GetAroundGridData(1, 1, targetGrid, _aroundBuf);
var hasTarget = false;
foreach (var around in _aroundBuf)
{
if (around == targetGrid) continue;
around.RealUnit(map, out var unit);
if (selfUnit == null || unit == null) continue;
if (!map.IsLeagueUnitByUnit(unit.Id, selfUnit.Id)) continue;
if (!unit.GetSkill(TargetSkill, out _)) continue;
if (unit.GetHealthRatio() >= 1) continue;
hasTarget = true;
}
if (hasTarget) continue;
data.value.AIActions.RemoveAt(i);
}
EndAction(data.value.AIActions.Count > 0);
}
}
}