多轮审查和修复
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32
Assets/Scripts/Enemies/AI/BD_IsHPBelow.cs
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32
Assets/Scripts/Enemies/AI/BD_IsHPBelow.cs
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#if GRAPH_DESIGNER
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals;
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using BaseGames.Enemies;
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namespace BaseGames.Enemies.AI
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{
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/// <summary>
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/// BD Conditional:Boss HP 是否低于阈值(用于触发阶段切换)。
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/// HPThreshold 为 0~1 归一化比例(如 0.5 = HP ≤ 50%)。
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/// </summary>
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public class BD_IsHPBelow : Conditional
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{
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[UnityEngine.SerializeField] private float m_HPThreshold = 0.5f;
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private EnemyBase _enemy;
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public override void OnStart()
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{
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_enemy = GetComponent<EnemyBase>();
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}
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public override TaskStatus OnUpdate()
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{
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if (_enemy == null || _enemy.Stats == null) return TaskStatus.Failure;
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float ratio = (float)_enemy.Stats.CurrentHP / _enemy.Stats.MaxHP;
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return ratio <= m_HPThreshold ? TaskStatus.Success : TaskStatus.Failure;
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}
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}
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}
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#endif
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