using BehaviorDesigner.Runtime.Tasks; using GAS.Runtime; using xFrame; namespace CoreGame.Render { /// /// 遍历可以释放的主动技能 /// public class MonsterSelectCanCastAffixSkill : Conditional { public override TaskStatus OnUpdate() { var ownerEnt = Owner.GetEntity(); var ass = ownerEnt.abilitySystem.AbilityContainer.QueryAbilitySpecArray; var ac = ownerEnt.aI; ac.abilitySeq = 0; // 循环遍历所有的ability 轨道,指导普攻 var assCount = ass.Count; for (var index = 0; index < assCount; index++) { var aga = ass[index]; if (aga.Ability.Tag.AssetTag.HasTag(GTagLib.Skill_Affix)) { if (aga.CanActivate() == AbilityActivateResult.Success) { ac.abilitySeq = aga.ctx.gaSeq; XLog.LogDebug($"ai select ga {aga.Ability.Name} - {ac.abilitySeq} : {ownerEnt} "); return TaskStatus.Success; } } } return TaskStatus.Failure; } } }