TH1/Unity/Assets/Scripts/BTNodeCanvas/AIParamChooseMinHealthSelfGiant.cs
2025-10-21 21:00:49 +08:00

60 lines
2.0 KiB
C#

/*
* @Author: 白哉
* @Description:
* @Date: 2025年10月21日 星期二 17:10:56
* @Modify:
*/
using Logic.AI;
using NodeCanvas.Framework;
namespace NodeCanvas.Tasks.Actions
{
public class AIParamChooseMinHealthSelfGiant : BaseActionTask
{
public float Ratio;
public bool IsHero;
protected override string desc
{
get
{
if (IsHero) return string.Format($"选低于 {Ratio}% 血量的最低血量友方英雄");
return string.Format($"选低于 {Ratio}% 血量的最低血量友方单位");
}
}
protected override void OnExecute()
{
base.OnExecute();
// 直接从Blackboard获取AICalculatorData
var data = blackboard.GetVariable<AICalculatorData>("Data");
if (data?.value?.TargetParam == null)
{
EndAction(false);
return;
}
AIActionBase action = null;
for (int i = data.value.AIActions.Count - 1; i >= 0; i--)
{
var unit = data.value.AIActions[i].Param.UnitData;
var targetUnit = data.value.AIActions[i].Param.TargetUnitData;
if (targetUnit == null) continue;
if (IsHero && targetUnit.UnitFullType.UnitType != UnitType.Giant)continue;
var selfPlayer = unit.Player(data.value.TargetParam.MapData);
var targetPlayer = targetUnit.Player(data.value.TargetParam.MapData);
if (selfPlayer != targetPlayer) continue;
if (action != null && targetUnit.Health >= action.Param.TargetUnitData.Health) continue;
action = data.value.AIActions[i];
}
data.value.AIActions.Clear();
if (action != null) data.value.AIActions.Add(action);
EndAction(data.value.AIActions.Count > 0);
}
}
}