#if GRAPH_DESIGNER
using Opsive.BehaviorDesigner.Runtime;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
///
/// BD Action:等待当前 Animancer 动画播放完毕再返回 Success。
/// 通过 EnemyBase.IsAnimationComplete 轮询(Animancer CurrentState.NormalizedTime >= 1)。
///
public class BD_WaitForAnimation : Action
{
private EnemyBase _enemy;
public override void OnStart()
{
_enemy = GetComponent();
}
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
var state = _enemy.Animancer?.States?.Current;
if (state == null) return TaskStatus.Success; // 无动画直接继续
if (state.NormalizedTime >= 1f) return TaskStatus.Success;
return TaskStatus.Running;
}
}
}
#endif