#if GRAPH_DESIGNER using Opsive.BehaviorDesigner.Runtime.Tasks; using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals; using BaseGames.Enemies; namespace BaseGames.Enemies.AI { /// /// BD Conditional:玩家是否可见(LOS 检测)。 /// 读取 EnemyBase._losResult 字段(由 BatchLOSSystem 每帧写入,或降级 3 帧节流 Raycast)。 /// public class BD_IsPlayerVisible : Conditional { private EnemyBase _enemy; public override void OnStart() { _enemy = GetComponent(); } public override TaskStatus OnUpdate() { if (_enemy == null) return TaskStatus.Failure; return _enemy.IsPlayerVisible() ? TaskStatus.Success : TaskStatus.Failure; } } } #endif