#if GRAPH_DESIGNER
using UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
///
/// 动作:移动到目标并等待 OnGoalReached 事件(事件驱动,替代轮询版 BD_MoveTo)。
/// OnGoalReached 触发后返回 Success;路径失败返回 Failure。
///
[TaskName("Move To And Wait")]
[TaskCategory("BaseGames/Enemy/Movement")]
[TaskDescription("导航到目标点,到达后原地等待指定时长,然后返回 Success")]
public sealed class BD_MoveToAndWait : Action
{
[SerializeField] private Transform m_Target;
private EnemyBase _enemy;
private bool _reached;
private bool _failed;
public override void OnAwake() => _enemy = gameObject.GetComponent();
public override void OnStart()
{
_reached = _failed = false;
if (_enemy?.Nav == null) { _failed = true; return; }
_enemy.Nav.OnGoalReached += HandleReached;
_enemy.Nav.OnNavPathFailed += HandleFailed;
var pos = m_Target != null ? (Vector2)m_Target.position
: _enemy.PlayerTransform != null ? (Vector2)_enemy.PlayerTransform.position
: (Vector2)transform.position;
_enemy.Nav.RequestMoveTo(pos);
}
public override TaskStatus OnUpdate()
{
if (_failed) return TaskStatus.Failure;
if (_reached) return TaskStatus.Success;
return TaskStatus.Running;
}
public override void OnEnd()
{
if (_enemy?.Nav != null)
{
_enemy.Nav.OnGoalReached -= HandleReached;
_enemy.Nav.OnNavPathFailed -= HandleFailed;
}
}
private void HandleReached() => _reached = true;
private void HandleFailed() => _failed = true;
}
}
#endif