#if GRAPH_DESIGNER
using UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
///
/// BD Action:移动到指定世界坐标 Target。
/// 到达目标(IsAtDestination)后返回 Success。
///
[TaskName("Move To")]
[TaskCategory("BaseGames/Enemy/Movement")]
[TaskDescription("导航到目标 Transform 或世界坐标点;到达返回 Success")]
public class BD_MoveTo : Action
{
[SerializeField] private Vector2 m_Target;
private EnemyBase _enemy;
public override void OnAwake() => _enemy = GetComponent();
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
_enemy.MoveTo(m_Target);
if (_enemy.Nav != null && _enemy.Nav.IsAtDestination())
return TaskStatus.Success;
return TaskStatus.Running;
}
public override void OnEnd()
{
_enemy?.StopMovement();
}
}
}
#endif