少年修仙传客户端代码仓库
hch
2025-06-12 204ef05a831c9484e2abc561d27ecbff7c797453
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using UnityEngine;
 
using System.Collections.Generic;
 
public class HeroAI_D4_Qlzf : HeroAI_Auto
{
    /// <summary>
    /// 配置路点集合
    /// </summary>
    private List<Vector3> m_PointList = new List<Vector3>();
 
    /// <summary>
    /// 搜寻路点索引
    /// </summary>
    private int m_Index;
 
 
    public sealed override bool Condition()
    {
        GA_Hero _hero = PlayerDatas.Instance.hero;
        if (_hero == null)
        {
            return false;
        }
 
        if (_hero.aiHandler.currentType == E_HeroAIType.D4_QLZF)
        {
            return true;
        }
 
        return base.Condition();
    }
 
    protected override void OnEnter()
    {
        m_PointList.Clear();
        m_Index = 0;
        FuncConfigConfig func = FuncConfigConfig.Get("AI198Point");
        LitJson.JsonData _data = LitJson.JsonMapper.ToObject(func.Numerical1);
 
        string _chkKey = (PlayerDatas.Instance.baseData.MapID * 100 + PlayerDatas.Instance.baseData.dungeonLineId).ToString();
#if UNITY_EDITOR
        Debug.Log("客户端AI检测配置ID: " + _chkKey);
#endif
        foreach (var _key in _data.Keys)
        {
            if (_key.Equals(_chkKey))
            {
                for (int j = 0; j < _data[_key].Count; ++j)
                {
                    Vector3 _pos = new Vector3((int)_data[_key][j][0] * .5f,
                                               0,
                                               (int)_data[_key][j][1] * .5f);
                    m_PointList.Add(_pos);
                }
            }
        }
 
        m_HandupRange = 10;
    }
 
    protected override bool OnUpdate()
    {
        GA_Hero _hero = PlayerDatas.Instance.hero;
 
        if (_hero == null)
        {
            return false;
        }
 
        // 实时判断英雄当前的目标
        GActorFight _actor = _hero.SelectTarget as GActorFight;
 
        // 没有可选择目标
        if (_actor == null
         || !_actor.CanAtked())
        {
            // 自动帮其选择一个
            _actor = SelectTarget();
 
            // 选不到
            if (_actor == null)
            {
                if (m_Index > m_PointList.Count - 1)
                {
                    m_Index = 0;
                }
 
                // 开始判断路点距离
                float _chkDistSqrt = MathUtility.DistanceSqrtXZ(_hero.Pos, m_PointList[m_Index]);
 
                // 未到达路点则寻路至路点
                if (_chkDistSqrt > .25f)
                {
                    _hero.MoveToPosition(m_PointList[m_Index]);
                }
                // 到达路点就去往下一个路点
                else
                {
                    m_Index += 1;
                    if (m_Index > m_PointList.Count - 1)
                    {
                        m_Index = 1;
                    }
                }
 
                return true;
            }
            else
            {
                _hero.SelectTarget = _actor;
                _hero.LockTarget = _actor;
            }
        }
 
        return false;
    }
 
    protected sealed override void OnExit()
    {
        m_PointList.Clear();
    }
 
    public sealed override bool IsOver()
    {
        if (base.IsOver())
        {
            return true;
        }
 
        return PlayerDatas.Instance.hero.aiHandler.currentType
            != E_HeroAIType.D4_QLZF;
    }
 
    protected sealed override GActorFight SelectTarget()
    {
        return DecideAttackTarget(PlayerDatas.Instance.hero.Pos,
                                  m_HandupRange);
    }
}