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using System;
using System.Xml;
using UnityEngine;
using XUtliPoolLib;
namespace XMainClient
{
internal class AIRuntimeSendAIEvent : AIRunTimeNodeAction
{
private int _msg_to;
private int _msg_type;
private int _entity_type_id;
private string _msg_str;
private string _pos_name;
private Vector3 _pos;
private float _delay_time;
public AIRuntimeSendAIEvent(XmlElement node) : base(node)
{
this._msg_to = int.Parse(node.GetAttribute("MsgTo"));
this._msg_type = int.Parse(node.GetAttribute("MsgType"));
this._entity_type_id = int.Parse(node.GetAttribute("EntityTypeId"));
this._msg_str = node.GetAttribute("MsgStr");
this._pos_name = node.GetAttribute("Shared_PosName");
this._delay_time = float.Parse(node.GetAttribute("DelayTime"));
string[] array = node.GetAttribute("Shared_PosmValue").Split(new char[]
{
':'
});
this._pos = new Vector3(float.Parse(array[0]), float.Parse(array[1]), float.Parse(array[2]));
}
public override bool Update(XEntity entity)
{
Vector3 vector3ByName = entity.AI.AIData.GetVector3ByName(this._pos_name, this._pos);
return XSingleton<XAIOtherActions>.singleton.SendAIEvent(entity, this._msg_to, this._msg_type, this._entity_type_id, this._msg_str, vector3ByName, this._delay_time);
}
}
}
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