#if GRAPH_DESIGNER
using UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
///
/// BD Conditional:敌人当前 EnemyStateType 是否与目标状态匹配。
///
[TaskName("Is State Match?")]
[TaskCategory("BaseGames/Enemy/State")]
[TaskDescription("检查当前物理/战斗状态是否与目标枚举值匹配")]
public class BD_IsStateMatch : Conditional
{
[SerializeField] private EnemyStateType m_TargetState = EnemyStateType.Controlled;
private EnemyBase _enemy;
public override void OnAwake() => _enemy = GetComponent();
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
return _enemy.CurrentState == m_TargetState ? TaskStatus.Success : TaskStatus.Failure;
}
}
}
#endif