using ColdMint.scripts.character; using ColdMint.scripts.weapon; namespace ColdMint.scripts.behaviorTree.ai; /// /// Deal with AI picking up items /// 处理AI拾起物品的行为 /// public class AiPickNode : BehaviorTreeNodeTemplate { public AiCharacter? Character { get; set; } public override int Execute(bool isPhysicsProcess, double delta) { if (Character == null) { return Config.BehaviorTreeResult.Failure; } if (Character.CurrentItem != null) { //If the character already has the item, we don't pick it up //如果角色已经持有物品了,我们就不再拾取 return Config.BehaviorTreeResult.Success; } //Find the nearest item //查找距离最近的物品 var childCount = Character.PickingRangeBodies.Length; if (childCount == 0) { //We can't pick things up without them //没有物品,我们不能捡起 return Config.BehaviorTreeResult.Failure; } //The closest weapon //距离最近的武器 WeaponTemplate? closestWeapon = null; var closestDistance = float.MaxValue; foreach (var weaponTemplate in Character.GetCanPickedWeapon()) { //If it's a weapon //如果是武器 var distanceLength = weaponTemplate.GlobalPosition.DistanceTo(Character.GlobalPosition); if (distanceLength < closestDistance) { closestDistance = distanceLength; closestWeapon = weaponTemplate; } } //绘制一条线,从AI到武器 // Draw a line from AI to weapon if (closestWeapon != null) { //If we find the nearest weapon //如果找到了最近的武器 Character.PickItem(closestWeapon); } return Config.BehaviorTreeResult.Success; } }