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- using UnityEngine;
- namespace ET
- {
- public class AI_XunLuo: AAIHandler
- {
- public override int Check(AIComponent aiComponent, AIConfig aiConfig)
- {
- long sec = TimeHelper.ClientNow() / 1000 % 15;
- if (sec < 10)
- {
- return 0;
- }
- return 1;
- }
- public override async ETTask Execute(AIComponent aiComponent, AIConfig aiConfig, ETCancellationToken cancellationToken)
- {
- Scene zoneScene = aiComponent.DomainScene();
- Unit myUnit = zoneScene.GetComponent<UnitComponent>().MyUnit;
- if (myUnit == null)
- {
- return;
- }
-
- Log.Debug("开始巡逻");
- while (true)
- {
- XunLuoPathComponent xunLuoPathComponent = myUnit.GetComponent<XunLuoPathComponent>();
- Vector3 nextTarget = xunLuoPathComponent.GetCurrent();
- int ret = await myUnit.MoveToAsync(nextTarget, cancellationToken);
- if (ret != 0)
- {
- return;
- }
- xunLuoPathComponent.MoveNext();
- }
- }
- }
- }
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