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格挡、破盾特效修复

master
cd 3 years ago
parent bd0b04671b
commit 5ca7a14d8e

@ -21,6 +21,6 @@ MonoBehaviour:
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@ -17,7 +17,7 @@ namespace Game
public partial class AIObjectBase<T> : IAIObject where T : new() public partial class AIObjectBase<T> : IAIObject where T : new()
{ {
protected BehaviorTreeBuilder _builder; private BehaviorTreeBuilder _builder;
protected BehaviorTree _tree; protected BehaviorTree _tree;
public static EventCallbackCreate GetCreator() public static EventCallbackCreate GetCreator()

@ -31,8 +31,7 @@ namespace Game
{ {
if (!_dict.ContainsKey(name)) if (!_dict.ContainsKey(name))
{ {
Debug.Log("Unknown behavior tree:" + name); return CreateAIEntity(entity,"AIEntityDefault");
return null;
} }
var ret = Create<BehaviorTreePoolItem>(name, (item) => var ret = Create<BehaviorTreePoolItem>(name, (item) =>

@ -0,0 +1,39 @@
namespace Game
{
public class AIEntityDefault : AIEntityBase<AIEntityDefault>
{
protected override void OnCreate()
{
Sequence(() =>
{
SetHungry();
CheckStagger();
FindTarget();
Selector(() =>
{
Sequence(() =>
{
CheckDistance(0, 2);
MoveBack();
});
Sequence(() =>
{
CheckDistance(2, 3);
MoveAroundTo();
});
MoveTo();
});
});
}
private void SetHungry()
{
Selector("设置饥饿值", () =>
{
SetHungryIncrease(EAIModuleType.LongRange, 1, 1);
SetHungryIncrease(EAIModuleType.Melee, 1, 1);
SetHungryIncrease(EAIModuleType.Spectator, 1, 1);
});
}
}
}

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@ -17,12 +17,18 @@
_moveTo("横向环绕", true, 1, 180, 120); _moveTo("横向环绕", true, 1, 180, 120);
} }
protected void MoveBack()
{
_moveTo("向后移动", false, 0.6f, 45, 0);
}
private void _moveTo(string name, bool toward, float randChance, float randAngle, float forbidAngle) private void _moveTo(string name, bool toward, float randChance, float randAngle, float forbidAngle)
{ {
Do(name, () => Do(name, () =>
{ {
var target = Util.GetEntity(_entity.Target()); var target = Util.GetEntity(_entity.Target());
var dir = target.Pos() - _entity.Pos(); var dir = target.Pos() - _entity.Pos();
dir.y = 0;
if (GameRandom.Roll(randChance)) if (GameRandom.Roll(randChance))
{ {
dir = GameRandom.RandomDir(dir, randAngle, forbidAngle); dir = GameRandom.RandomDir(dir, randAngle, forbidAngle);

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