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2025-07-07 23:52:31 +08:00
local Behaviour = {}
Behaviour.__index = Behaviour
--> Dependencies
local TypeList = require(script.Parent.TypeList)
--------------------------------------------------------------------------------
-- 刷新时,重新载入,暂时不考虑性能
-- 初始化内容
function Behaviour:Init(Character: TypeList.Character)
local self = {}
self.Character = Character
self.CheckData = nil
self.ExeTask = nil
local Humanoid = self.Character.Humanoid
-- 监听属性变化
self.ConAttribtueChanged = Humanoid.AttributeChanged:Connect(function(attributeKey: string, attributeValue: any)
-- 以后这里要是有其他状态也可以加打断
if attributeKey == "Died" and attributeValue == true then
self:OnDied()
end
end)
return self
end
-- 执行检查(主要重写部分) return 优先级, 执行数据
function Behaviour:Check(CheckInfo: table)
-- 返回优先级,执行数据
return -1, self.CheckData
end
-- 具体执行内容(主要重写部分)
function Behaviour:Execute()
end
-- 检查当前状态是否可执行
function Behaviour:CheckStat()
if not self.Character then warn("Behaviour Character not found") return false end
-- 死亡检查
if self.Character:GetState("Died") then return false end
-- 执行状态中检查
local FightingFolder = self.Character:FindFirstChild("Fighting")
local ExecutingState = FightingFolder:FindFirstChild("ExecutingState")
-- 其他内容执行中就false
if ExecutingState.Value == true then return false end
return true
end
-- 改变当前执行状态标记
function Behaviour:ChangeExecutingState(State: boolean)
if not self.Character then warn("Behaviour Character not found") return end
local FightingFolder = self.Character:FindFirstChild("Fighting")
local ExecutingState = FightingFolder:FindFirstChild("ExecutingState")
ExecutingState.Value = State
end
-- 销毁
function Behaviour:Destroy()
if self.ConAttribtueChanged then
self.ConAttribtueChanged:Disconnect()
self.ConAttribtueChanged = nil
end
if self.LoopTask then
task.cancel(self.LoopTask)
self.LoopTask = nil
end
self = nil
end
-- 死亡时,主要打断当前执行状态
function Behaviour:OnDied()
if self.ExeTask then
task.cancel(self.ExeTask)
self.ExeTask = nil
end
end
return Behaviour