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74 lines
2.2 KiB
C#

2 years ago
namespace Game
{
public partial class AIEntityBase<T> : AIObjectBase<T> where T : new()
2 years ago
{
protected void FindTarget()
{
Selector(() =>
{
Condition("是否有目标", () => _entity.Target() != 0);
Do("重新寻找目标", () =>
{
//TODO 现在直接设置为玩家
_entity.SetTarget(Util.GetMaster().ID());
return ETaskStatus.Success;
});
});
}
protected void CheckStagger()
{
Condition($"检查硬直状态", () => !Util.EntityIsStagger(_entity));
}
2 years ago
protected void CheckModuleType(EAIModuleType moduleType)
{
Condition($"检查模块类型-{moduleType}", () => _entity.aI.ModuleType.Value == moduleType);
}
protected void CheckDistance(float min, float max)
{
Condition($"距离在{min}到{max}之间", () =>
{
var distance = Util.EntityDistance(_entity.ID(), _entity.Target());
return distance >= min && distance <= max;
});
}
protected void CastSkill(int index, bool needPermit)
{
Sequence(($"释放技能[{index}],{needPermit}"), () =>
{
if (needPermit) _checkAttackPermit();
_stop();
_castSkill(index);
if (needPermit) _resetAttackPermit();
});
}
private void _castSkill(int index)
{
Do($"释放技能[{index}]", () =>
{
var target = Util.GetEntity(_entity.Target());
var dir = target.Pos() - _entity.Pos();
Util.CastSkillMonster(_entity, index, dir);
return ETaskStatus.Success;
});
}
private void _checkAttackPermit()
{
Condition("检查攻击权限", () => _entity.aI.AttackPermit.Value);
}
private void _resetAttackPermit()
{
Do("重置攻击权限", () =>
{
_entity.aI.AttackPermit.Value = false;
return ETaskStatus.Success;
});
}
}
}