AI系统(一)

AIManager 管理所有阵营的AI

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum Camp{
    Player,
    Enemy,
    NPC,
    Build
}

public class AIManager : MonoBehaviour
{
    private static AIManager instance;
    public static AIManager Instance
    {
        get
        {
            if (instance == null)
            {
                GameObject gameObject = new GameObject();
                gameObject.name = "AIManager";
                DontDestroyOnLoad(gameObject);
                instance = gameObject.AddComponent<AIManager>();
            }
            return instance;
        }
    }


    //全部AI
    public Dictionary<Camp, List<GameObject>> enemy = new Dictionary<Camp, List<GameObject>>();

    /// <summary>
    /// 注册怪物
    /// </summary>
    /// <param name="camp"></param>
    /// <param name="gameObject"></param>
    public void Register(Camp camp,GameObject gameObject)
    {
        if (!enemy.ContainsKey(camp))
        {
            enemy.Add(camp,new List<GameObject>());
        }
        if (enemy[camp] == null)
        {
            enemy[camp] = new List<GameObject>();
        }
        enemy[camp].Add(gameObject);

    }
    /// <summary>
    /// 销毁怪物时反注册
    /// </summary>
    /// <param name="camp"></param>
    /// <param name="gameObject"></param>
    public void UnRegister(Camp camp,GameObject gameObject)
    {
        if (!enemy.ContainsKey(camp))
        {
            return;
        }
        if (enemy[camp] == null)
        {
            return;
        }
        enemy[camp].Remove(gameObject);
    }
    /// <summary>
    /// 获取目标阵营的敌人
    /// </summary>
    /// <param name="camp"></param>
    /// <returns></returns>
    public List<GameObject> GetTargetCamp(Camp camp)
    {
        if (!enemy.ContainsKey(camp))
        {
            return null;
        }
        return enemy[camp];
    }
}

 

posted @ 2021-02-07 22:18  wsfw  阅读(125)  评论(0编辑  收藏  举报