多轮审查和修复
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@@ -1,5 +1,4 @@
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#if GRAPH_DESIGNER
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using UnityEngine;
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
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using BaseGames.Enemies;
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@@ -8,26 +7,24 @@ namespace BaseGames.Enemies.AI
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{
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/// <summary>
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/// BD Action:移向玩家。
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/// OnStart 缓存玩家 Transform,OnUpdate 每帧更新导航目标。
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/// OnStart 从 EnemyBase.PlayerTransform 获取玩家引用(由 _onPlayerSpawned 事件缓存,
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/// 避免 FindWithTag 全场景扫描)。OnUpdate 每帧更新导航目标。
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/// </summary>
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public class BD_MoveToPlayer : Action
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{
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private EnemyBase _enemy;
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private Transform _playerTransform;
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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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var playerGO = GameObject.FindWithTag("Player");
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if (playerGO != null) _playerTransform = playerGO.transform;
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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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if (_playerTransform == null) return TaskStatus.Failure;
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if (_enemy == null) return TaskStatus.Failure;
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if (_enemy.PlayerTransform == null) return TaskStatus.Failure;
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_enemy.MoveTo(_playerTransform.position);
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_enemy.MoveTo(_enemy.PlayerTransform.position);
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_enemy.FacePlayer();
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return TaskStatus.Running;
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}
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