#if GRAPH_DESIGNER using Opsive.BehaviorDesigner.Runtime.Tasks; using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals; using BaseGames.Enemies; namespace BaseGames.Enemies.AI { /// /// BD Conditional:攻击冷却是否完毕(可以发动攻击)。 /// [TaskName("Can Attack?")] [TaskCategory("BaseGames/Enemy/Combat")] [TaskDescription("检查当前是否满足近战攻击条件(距离 + 视线)")] public class BD_CanAttack : Conditional { private EnemyBase _enemy; public override void OnAwake() => _enemy = GetComponent(); public override TaskStatus OnUpdate() { if (_enemy == null) return TaskStatus.Failure; return _enemy.CanAttack() ? TaskStatus.Success : TaskStatus.Failure; } } } #endif