2024-10-20 17:21:39 +00:00
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using BehaviorDesigner.Runtime.Tasks;
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2025-02-10 02:13:46 +00:00
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using DDD.Npcs.Crews.Server;
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2024-10-22 12:41:31 +00:00
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using UnityEngine;
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2024-10-20 17:21:39 +00:00
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2025-02-10 02:13:46 +00:00
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namespace DDD.BehaviorTrees.Actions
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2024-10-20 17:21:39 +00:00
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{
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[TaskCategory("Custom/Npc/Crew/ServerCrew")]
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public class Serving : Conditional
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{
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private ServerCrew _serverCrew;
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public override void OnAwake()
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{
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_serverCrew = GetComponent<ServerCrew>();
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}
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public override void OnStart()
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{
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2024-10-31 05:41:13 +00:00
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if (_serverCrew.OrderedCustomer)
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2024-10-22 12:41:31 +00:00
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{
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2024-10-31 05:41:13 +00:00
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_serverCrew.OrderedCustomer.TryMatchedServer();
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2024-10-22 12:41:31 +00:00
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}
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2024-10-20 17:21:39 +00:00
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if (_serverCrew.CrewInteraction != null)
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{
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_serverCrew.AIMovement.Move(_serverCrew.CrewInteraction.CenterTransform.position);
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}
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}
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public override TaskStatus OnUpdate()
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{
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2024-10-27 09:44:22 +00:00
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if (!_serverCrew.CrewInteraction.CanInteractionCrew(_serverCrew))
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2024-10-20 17:21:39 +00:00
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{
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_serverCrew.AIMovement.StopMove();
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2024-10-22 12:41:31 +00:00
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_serverCrew.CanNotServing();
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2024-10-20 17:21:39 +00:00
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return TaskStatus.Failure;
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}
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if (!_serverCrew.CanInteractionPosition()) return TaskStatus.Running;
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_serverCrew.AIMovement.StopMove();
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2024-10-22 12:41:31 +00:00
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if (_serverCrew.CrewInteraction != null)
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{
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_serverCrew.CrewInteraction.InteractionCrew(_serverCrew);
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return TaskStatus.Success;
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}
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_serverCrew.CanNotServing();
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return TaskStatus.Failure;
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2024-10-20 17:21:39 +00:00
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}
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}
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}
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