#if GRAPH_DESIGNER
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
///
/// BD Action:Boss 切换阶段(Phase)。
/// 调用 BossBase.EnterPhase(PhaseIndex),单帧完成,返回 Success。
///
[TaskName("Enter Boss Phase")]
[TaskCategory("BaseGames/Enemy/Boss")]
[TaskDescription("立即切换 Boss 到目标阶段序号(单帧完成)")]
public class BD_EnterPhase : Action
{
[UnityEngine.SerializeField] private int m_PhaseIndex = 1;
private BossBase _boss;
public override void OnAwake() => _boss = GetComponent();
public override void OnStart()
{
// 阶段切换是单帧操作,在 OnStart 完成;OnUpdate 仅汇报结果
_boss?.EnterPhase(m_PhaseIndex);
}
public override TaskStatus OnUpdate()
{
return _boss == null ? TaskStatus.Failure : TaskStatus.Success;
}
}
}
#endif