摄像机区域的架构改动

This commit is contained in:
2026-05-15 14:47:24 +08:00
parent 1b37297585
commit f264329751
3591 changed files with 1687228 additions and 446503 deletions

View File

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#if GRAPH_DESIGNER
using UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// BD Action跳跃至目标坐标抛物线跳跃
/// 调用 EnemyBase.JumpTo待落地IsGrounded后返回 Success。
/// </summary>
public class BD_JumpTo : Action
{
[SerializeField] private Vector2 m_Target;
private EnemyBase _enemy;
private bool _jumped;
public override void OnStart()
{
_enemy = GetComponent<EnemyBase>();
_jumped = false;
}
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
if (!_jumped)
{
_enemy.JumpTo(m_Target);
_jumped = true;
return TaskStatus.Running;
}
// 等待落地
if (_enemy.Movement != null && _enemy.Movement.IsGrounded)
return TaskStatus.Success;
return TaskStatus.Running;
}
}
}
#endif