Files
DefendNJ/Assets/_DefendNJ/Scripts/Behaviors/Conditionals.cs

214 lines
7.0 KiB
C#

using BehaviorDesigner.Runtime;
using BehaviorDesigner.Runtime.Tasks;
using DragonLi.Core;
using UnityEngine;
public class Conditionals
{
public class CheckEnemyState : Conditional
{
public SharedInt state;
public override TaskStatus OnUpdate()
{
Enemy enemy = transform.GetComponent<Enemy>();
if (enemy == null) return TaskStatus.Failure;
if (enemy.state == (EnemyState)state.Value)
{
return TaskStatus.Success;
}
else
{
return TaskStatus.Failure;
}
}
}
public class EnemyHaveTarget : Conditional
{
public override TaskStatus OnUpdate()
{
Enemy enemy = transform.GetComponent<Enemy>();
if (enemy == null) return TaskStatus.Failure;
return enemy.target == null ? TaskStatus.Failure : TaskStatus.Success;
}
}
public class EnemySearchTarget : Conditional
{
public override TaskStatus OnUpdate()
{
Enemy self = transform.GetComponent<Enemy>();
if (self == null) return TaskStatus.Failure;
GameObject target = null;
//EnemyInfo enemyInfo = GameManager.Ins.EnemyInfos[self.type];
float minPriorityDis = 9999f;
GameObject priorityTarget = null;
float minAreaDis = 9999f;
GameObject areaTarget = null;
float minDis = 9999f;
GameObject minDisTarget = null;
// foreach (Tower tower in GameManager.Ins.TowerList.Values)
// {
// float dis = UnityEngine.Vector3.Distance(tower.transform.position, self.transform.position);
// // 战术目标搜索(1)
// if (
// enemyInfo.Priority != TowerType.NULL &&
// enemyInfo.Priority == tower.type &&
// dis < minPriorityDis &&
// tower.state == TowerState.Normal
// )
// {
// minPriorityDis = dis;
// priorityTarget = tower.gameObject;
// }
//
// // 范围搜索(2)
// if (
// dis < minAreaDis &&
// dis <= enemyInfo.MaxAtkArea &&
// tower.state == TowerState.Normal
// )
// {
// minAreaDis = dis;
// areaTarget = tower.gameObject;
// }
//
// // 就近选择(3)
// if (
// dis < minDis &&
// tower.state == TowerState.Normal
// )
// {
// minDis = dis;
// minDisTarget = tower.gameObject;
// }
// }
// 指向电力核心(4)
// if (target == null)
// {
// GameManager.Ins.TowerList.TryGetValue(1, out Tower powerCore);
// if (powerCore != null)
// {
// target = powerCore.gameObject;
// }
// }
target = GameManager.Ins.GetPlayer();
if (target != null)
{
self.target = target;
Owner.SetVariable("target", (SharedGameObject)self.target);
}
else
{
self.target = null;
SharedGameObject targetShared = new SharedGameObject();
targetShared.Value = null;
Owner.SetVariable("target", targetShared);
}
return target != null ? TaskStatus.Success : TaskStatus.Failure;
}
}
public class EnemyInMaxAtkArea : Conditional
{
public override TaskStatus OnUpdate()
{
Enemy self = transform.GetComponent<Enemy>();
if (self == null) return TaskStatus.Failure;
if (self.target == null) return TaskStatus.Failure;
TaskStatus res = TaskStatus.Failure;
self.ai.isStopped = false;
self.ai.destination = self.target.transform.position.ReflectVectorXOZ();
// EnemyInfo enemyInfo = GameManager.Ins.EnemyInfos[self.type];
// Vector3 x0zSelf = self.transform.position.ReflectVectorXOZ();
// Vector3 x0zTarget = self.target.transform.position.ReflectVectorXOZ();
// float dis = Vector3.Distance(x0zTarget, x0zSelf);
// float maxAtkArea = Random.Range(enemyInfo.MinAtkArea, enemyInfo.MaxAtkArea);
// if (dis <= maxAtkArea)
// {
// self.ai.isStopped = true;
//
// }
res = TaskStatus.Success;
return res;
}
}
public class EnemyInMinAtkArea : Conditional
{
public override TaskStatus OnUpdate()
{
Enemy self = transform.GetComponent<Enemy>();
if (self == null) return TaskStatus.Failure;
if (self.target == null) return TaskStatus.Failure;
TaskStatus res = TaskStatus.Failure;
// EnemyInfo enemyInfo = GameManager.Ins.EnemyInfos[self.type];
// float dis = UnityEngine.Vector3.Distance(self.target.transform.position, self.transform.position);
// if (dis <= enemyInfo.MinAtkArea)
// {
//
// }
res = TaskStatus.Success;
return res;
}
}
public class EnemyCheckTargetAlive : Conditional
{
public override TaskStatus OnUpdate()
{
Enemy self = transform.GetComponent<Enemy>();
if (self == null) return TaskStatus.Failure;
if (self.target == null) return TaskStatus.Failure;
return self.target.GetComponent<Tower>().state == TowerState.Normal ? TaskStatus.Success : TaskStatus.Failure;
}
}
public class CheckPlayerAiState : Conditional
{
public SharedInt state;
public override TaskStatus OnUpdate()
{
PlayerAI playerAi = transform.GetComponent<PlayerAI>();
if (playerAi == null) return TaskStatus.Failure;
if (playerAi.state == (PlayerAIState)state.Value)
{
return TaskStatus.Success;
}
else
{
return TaskStatus.Failure;
}
}
}
public class CheckEnemyCount : Conditional
{
public override TaskStatus OnUpdate()
{
return GameManager.Ins.IsHaveEnemy()? TaskStatus.Success : TaskStatus.Failure;
}
}
/// <summary>
/// 击杀敌人倒计时
/// </summary>
public class CheckKillEnemyCountdownTime: Conditional
{
public SharedFloat CountdownTime;
public override TaskStatus OnUpdate()
{
return CountdownTime.Value<=0? TaskStatus.Success : TaskStatus.Failure;
}
}
}