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74 lines
1.6 KiB
C#
74 lines
1.6 KiB
C#
using Entitas;
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using UnityEngine;
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using Game;
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public class AISystem : IExecuteSystem, IInitializeSystem
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{
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private IGroup<GameEntity> _entities;
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public void Initialize()
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{
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_entities = Util.GetGroup(GameMatcher.AI);
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}
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public void Execute()
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{
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foreach (var entity in _entities)
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{
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UpdateAI(entity);
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UpdateAIHungry(entity);
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}
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}
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private static void UpdateAIHungry(GameEntity entity)
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{
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var ai = entity.aI;
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var hp = entity.hp;
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if (!hp.IsAlive)
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{
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return;
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}
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if (ai.IsHungryFull.Value)
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{
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return;
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}
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if (ai.AttackPermit.Value)
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{
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return;
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}
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var newHungry = ai.Hungry.Value + ai.HungryIncrease * ai.HungryIncreaseRate * Time.deltaTime;
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ai.Hungry.Value = Mathf.Min(ai.HungryMax.Value, newHungry);
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if (ai.Hungry.Value >= ai.HungryMax.Value)
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{
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ai.IsHungryFull.Value = true;
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ai.Hungry.Value = 0;
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}
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}
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private static void UpdateAI(GameEntity entity)
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{
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var ai = entity.aI;
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var skill = entity.skill;
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var hp = entity.hp;
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if (!hp.IsAlive)
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{
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return;
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}
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ai.ThinkCdNow -= Time.deltaTime;
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if (ai.ThinkCdNow > 0)
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{
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return;
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}
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ai.ThinkCdNow = ai.ThinkCdMax;
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if (skill.IsRunning)
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{
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return;
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}
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ai.BehaviorTree.Tick();
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}
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} |