TH1/Unity/Assets/Scripts/BTNodeCanvas/AIParamChooseFarthestTarget.cs
2025-12-22 16:34:28 +08:00

57 lines
1.7 KiB
C#

/*
* @Author: 白哉
* @Description:
* @Date: 2025年10月21日 星期二 17:10:56
* @Modify:
*/
using System;
using Logic.AI;
using NodeCanvas.Framework;
using ParadoxNotion.Design;
namespace NodeCanvas.Tasks.Actions
{
[Name("筛选最远目标")]
[Category("AI节点")]
[Serializable]
public class AIParamChooseFarthestTarget : BaseActionTask
{
public bool IsMax;
protected override string desc => $"筛选最远目标";
protected override void OnExecute()
{
base.OnExecute();
// 直接从Blackboard获取AICalculatorData
var data = blackboard.GetVariable<AICalculatorData>("Data");
if (data?.value?.AIActions == null)
{
EndAction(false);
return;
}
AIActionBase action = null;
var maxDis = 0;
for (int i = data.value.AIActions.Count - 1; i >= 0; i--)
{
var map = data.value.AIActions[i].Param.MapData;
var unit = data.value.AIActions[i].Param.UnitData;
var selfGrid = unit?.Grid(map);
var grid = data.value.AIActions[i].Param.GridData;
if (selfGrid == null || grid == null) continue;
var dis = map.GridMap.CalcDistance(grid, selfGrid);
if (dis <= maxDis) continue;
maxDis = dis;
action = data.value.AIActions[i];
}
data.value.AIActions.Clear();
if (action != null) data.value.AIActions.Add(action);
EndAction(data.value.AIActions.Count > 0);
}
}
}