71 lines
2.1 KiB
C#
71 lines
2.1 KiB
C#
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using ColdMint.scripts.behaviorTree.framework;
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using ColdMint.scripts.character;
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using ColdMint.scripts.weapon;
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namespace ColdMint.scripts.behaviorTree.ai;
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/// <summary>
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/// <para>AI巡逻节点</para>
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/// </summary>
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public class AIPatrolNode : SelectorNode
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{
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public AICharacter Character { get; set; }
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public override IBehaviorTreeNode SelectNode(bool isPhysicsProcess, double delta, IBehaviorTreeNode[] children)
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{
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if (Character.NodesInTheAttackRange.Length > 1)
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{
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if (Character.CurrentItem == null)
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{
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//No weapon
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//没有武器
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if (Character.NodesInTheAttackRange.Length > 0)
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{
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var weaponTemplates = Character.GetCanPickedWeapon();
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if (weaponTemplates.Length > 0)
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{
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var aiPickNode = GetChild<AIPickNode>(null);
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if (aiPickNode != null)
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{
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return aiPickNode;
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}
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}
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}
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//No weapon, and no weapon to pick up, then try to escape
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//没有武器,且没有武器可捡,那么尝试逃跑
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var aiRotorNode = GetChild<AIRotorNode>(null);
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if (aiRotorNode != null)
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{
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return aiRotorNode;
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}
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return children[0];
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}
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//There are enemies around
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//周围有敌人
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if (Character.AttackObstacleDetection.GetCollider() == null)
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{
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var aiAttackNode = GetChild<AIAttackNode>(null);
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if (aiAttackNode != null)
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{
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return aiAttackNode;
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}
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}
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}
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if (Character.WallDetection.GetCollider() != null)
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{
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//Encounter a wall
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//遇到墙壁
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var aiRotorNode = GetChild<AIRotorNode>(null);
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if (aiRotorNode != null)
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{
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return aiRotorNode;
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}
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}
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return children[0];
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}
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}
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