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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 = UnitHelper.GetMyUnitFromZoneScene(zoneScene);
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();
}
}
}
}