Files
KOF/Assets/_KOF/Scripts/Behaviors/Conditionals.cs
2025-07-02 15:13:26 +08:00

179 lines
5.8 KiB
C#

using BehaviorDesigner.Runtime;
using BehaviorDesigner.Runtime.Tasks;
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][1];
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;
}
}
if (priorityTarget != null)
{
target = priorityTarget;
}
else if (areaTarget != null)
{
target = areaTarget;
}
else if (minDisTarget != null)
{
target = minDisTarget;
}
// 指向电力核心(4)
if (target == null)
{
GameManager.Ins.TowerList.TryGetValue(1, out Tower powerCore);
if (powerCore != null)
{
target = powerCore.gameObject;
}
}
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;
EnemyInfo enemyInfo = GameManager.Ins.EnemyInfos[self.type][1];
UnityEngine.Vector3 x0zSelf = new UnityEngine.Vector3(self.transform.position.x, 0, self.transform.position.z);
UnityEngine.Vector3 x0zTarget = new UnityEngine.Vector3(self.target.transform.position.x, 0, self.target.transform.position.z);
float dis = UnityEngine.Vector3.Distance(x0zTarget, x0zSelf);
if (dis <= enemyInfo.MaxAtkArea)
{
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][1];
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;
}
}
}