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

59 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("筛选目标单位攻击力")]
[Category("AI节点")]
[Serializable]
public class AIParamChooseMaxAttacker : BaseActionTask
{
public bool IsMax;
protected override string desc
{
get
{
if (IsMax) return string.Format($"选取攻击力最高的目标单位");
return string.Format($"选取攻击力最低的目标单位");
}
}
protected override void OnExecute()
{
base.OnExecute();
// 直接从Blackboard获取AICalculatorData
var data = blackboard.GetVariable<AICalculatorData>("Data");
if (data?.value?.TargetParam == null)
{
EndAction(false);
return;
}
AIActionBase action = null;
for (int i = data.value.AIActions.Count - 1; i >= 0; i--)
{
var map = data.value.AIActions[i].Param.MapData;
var targetUnit = data.value.AIActions[i].Param.TargetUnitData;
if (action != null && targetUnit.GetAllAttackValue(map) >= action.Param.TargetUnitData.GetAllAttackValue(map)) continue;
action = data.value.AIActions[i];
}
data.value.AIActions.Clear();
if (action != null) data.value.AIActions.Add(action);
EndAction(data.value.AIActions.Count > 0);
}
}
}