local Base = require("Battle/Logic/AI/Decision/Decision_Base") local Decision_TargetOnMasterLastHurtEnemy = class("Decision_TargetOnMasterLastHurtEnemy", Base) --[[ 初始化 --]] function Decision_TargetOnMasterLastHurtEnemy:initialize(entity) --类型 self.Type = LuaConst.DecisionType.TargetOnMasterLastHurtEnemy --瞬时 self.IsOnce = true end --[[ 输出指令 --]] function Decision_TargetOnMasterLastHurtEnemy:SetCommand(entity, decisionData, command) command.DecisionID = decisionData.ID return command end --[[ 执行 --]] function Decision_TargetOnMasterLastHurtEnemy:Handle(entity, decisionData, stateType, animName) local master = entity:GetMasterEntity() if master then local lastHurtEnemy = master.components.record.lastHurtEnemy if lastHurtEnemy and lastHurtEnemy:IsAlive() and lastHurtEnemy:IsActive() then SystemManager.SetTarget(entity, master.components.record.lastHurtEnemy) end else logging.error(LTAG.ERROR, "HYW : 执行决策TargetOnMasterLastHurtEnemy时不存在Master, CharacterID : ", entity:GetCharacterID()) end return LuaConst.StateType.None,nil end return Decision_TargetOnMasterLastHurtEnemy