#if GRAPH_DESIGNER
using UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies.Abilities;
namespace BaseGames.Enemies.AI
{
///
/// 通用:触发能力。OnStart 调用 ability.Execute(),OnUpdate 等待结束。
/// 失败条件:能力不存在、能力 CanUse=false 或 Execute 返回 false。
///
[TaskName("Use Ability")]
[TaskCategory("BaseGames/Enemy/Combat")]
[TaskDescription("触发指定能力(拖拽 EnemyAbilitySO 或填写 ID),等待执行结束")]
public sealed class BD_UseAbility : Action
{
[Tooltip("可直接拖拽 EnemyAbilitySO 资产(推荐),或填写裸字符串 ID 作为兜底")]
[SerializeField] private EnemyAbilitySO m_AbilitySO;
[SerializeField] private string m_AbilityId = "";
private EnemyBase _enemy;
private EnemyAbilityBase _ability;
private bool _startedSuccessfully;
public override void OnAwake()
{
_enemy = gameObject.GetComponent();
}
public override void OnStart()
{
_startedSuccessfully = false;
if (_enemy == null) return;
// SO 拖拽优先;裸字符串兜底
string id = m_AbilitySO != null ? m_AbilitySO.abilityId : m_AbilityId;
if (string.IsNullOrEmpty(id)) return;
_ability = _enemy.Abilities.Get(id);
if (_ability == null) return;
_startedSuccessfully = _ability.Execute();
}
public override TaskStatus OnUpdate()
{
if (!_startedSuccessfully || _ability == null) return TaskStatus.Failure;
return _ability.IsRunning ? TaskStatus.Running : TaskStatus.Success;
}
public override void OnEnd()
{
_ability = null;
_startedSuccessfully = false;
}
}
}
#endif