chore: initial commit
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35
Assets/Scripts/Enemies/AI/BD_Patrol.cs
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35
Assets/Scripts/Enemies/AI/BD_Patrol.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.Actions;
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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 Action:敌人巡逻行为(Phase 1 简单实现)。
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/// 挂在 BT 节点上,持续令敌人向当前朝向移动。
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/// </summary>
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public class BD_Patrol : Action
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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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// Phase 1:固定向右巡逻;Phase 2 改为往返检测
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_enemy.MoveInDirection(1f);
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return TaskStatus.Running;
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}
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public override void OnEnd()
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{
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_enemy?.StopMovement();
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}
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}
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}
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#endif
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