多轮审查和修复
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28
Assets/Scripts/Enemies/AI/BD_IsPlayerVisible.cs
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28
Assets/Scripts/Enemies/AI/BD_IsPlayerVisible.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:玩家是否可见(LOS 检测)。
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/// 读取 EnemyBase._losResult 字段(由 BatchLOSSystem 每帧写入,或降级 3 帧节流 Raycast)。
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/// </summary>
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public class BD_IsPlayerVisible : Conditional
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{
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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) return TaskStatus.Failure;
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return _enemy.IsPlayerVisible() ? 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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