Files
Gen_Hack-and-Slash-Roguelite/Client/Assets/Scripts/AI/AIBase.cs

77 lines
2.1 KiB
C#

using Data;
using Parsing;
using System;
using System.Collections.Generic;
namespace AI
{
public abstract class AIBase
{
public List<AIBase> children = new();
public abstract JobBase GetJob(Entity.Entity target);
public virtual void Init(BehaviorTreeDef def)
{
}
}
public class ThinkNode_Selector : AIBase
{
public override JobBase GetJob(Entity.Entity target)
{
foreach (var aiBase in children)
{
var job = aiBase.GetJob(target);
if (job != null)
return job;
}
return null;
}
}
public class ThinkNode_Conditional : ThinkNode_Selector
{
// 条件函数,返回 true 表示满足条件
private Func<Entity.Entity, bool> condition;
public override JobBase GetJob(Entity.Entity target)
{
// 检查条件是否满足
if (condition != null && condition(target))
{
// 如果条件满足,继续查找子节点的任务
return base.GetJob(target);
}
// 条件不满足,直接返回 null
return null;
}
public override void Init(BehaviorTreeDef def)
{
base.Init(def); // 调用基类的Init方法
if (!string.IsNullOrEmpty(def.value))
{
try
{
// 使用 ConditionDelegateFactory 来解析 def.value 并创建条件委托
this.condition = ConditionDelegateFactory.CreateConditionDelegate(
def.value,
typeof(Entity.Entity),
typeof(ConditionFunctions) // 指定查找条件函数的类
);
}
catch (Exception)
{
this.condition = (e) => false;
}
}
else
{
this.condition = (e) => false; // 如果没有指定条件,则条件始终不满足
}
}
}
}