Refactor code structure for improved readability and maintainability

This commit is contained in:
2026-05-26 13:04:38 +08:00
parent f74d7f1877
commit 5a0f1548ea
53 changed files with 4853 additions and 163 deletions

View File

@@ -10,11 +10,12 @@ namespace BaseGames.Enemies.AI
/// BD Action启动 Boss 阶段过渡演出(无敌帧 + 可选定格),等待过渡完成后返回 Success。
///
/// 返回 Running过渡演出进行中BossBase.IsPhaseTransitioning = true
/// 返回 Success过渡完成,已切换到目标阶段
/// 返回 Success过渡完成或目标阶段已达到(含守护逻辑,防止重复触发)
/// 返回 FailureBossBase 组件不存在。
///
/// 典型 BT 用法:
/// Sequence [ BD_IsHPBelow(0.5) → BD_BossPhaseTransition(Phase=1, Duration=1.5) → ... ]
/// Sequence [ BD_IsHPBelow(0.5) → BD_BossPhaseTransition(Phase=1, Duration=1.5) → Phase2战斗节点 ]
/// 过渡完成后,此节点每 tick 因守护立即返回 SuccessSequence 直接进入后续战斗节点。
/// </summary>
[TaskName("Boss Phase Transition")]
[TaskCategory("BaseGames/Enemy/Boss")]
@@ -41,6 +42,9 @@ namespace BaseGames.Enemies.AI
{
if (_boss == null) return TaskStatus.Failure;
// 防止 BT 重入时重复触发阶段过渡:目标阶段已达到则直接返回 Success
if (_boss.CurrentPhase >= m_TargetPhase) return TaskStatus.Success;
if (!_started)
{
_boss.BeginPhaseTransition(m_TargetPhase, m_InvincibleDuration);