TH1/Unity/Assets/Scripts/BTNodeCanvas/AIParamChooseMinLevelHeroAction.cs
2025-10-26 16:15:48 +08:00

60 lines
1.7 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;
namespace NodeCanvas.Tasks.Actions
{
[Name("选取最低等级的英雄 Action")]
[Category("AI节点")]
[Serializable]
public class AIParamChooseMinLevelHeroAction : BaseActionTask
{
protected override string desc => $"选取最低等级的英雄 Action";
protected override void OnExecute()
{
base.OnExecute();
// 直接从Blackboard获取AICalculatorData
var data = blackboard.GetVariable<AICalculatorData>("Data");
if (data?.value?.TargetParam?.PlayerData == null)
{
EndAction(false);
return;
}
var player = data.value.TargetParam.PlayerData;
var giantType = GiantType.None;
var minLevel = -1;
foreach (var fullType in player.PlayerHeroData.HeroList)
{
if (fullType.UnitLevel <= minLevel) continue;
minLevel = (int)fullType.UnitLevel;
giantType = fullType.GiantType;
}
if (giantType == GiantType.None)
{
EndAction(false);
return;
}
for (int i = data.value.AIActions.Count - 1; i >= 0; i--)
{
if (data.value.AIActions[i].ActionLogic.ActionId.GiantType == giantType) continue;
data.value.AIActions.RemoveAt(i);
}
EndAction(data.value.AIActions.Count > 0);
}
}
}