#if GRAPH_DESIGNER using UnityEngine; using Opsive.BehaviorDesigner.Runtime.Tasks; using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals; using BaseGames.Enemies; namespace BaseGames.Enemies.AI { /// /// 条件:目标坐标从当前位置是否可到达(调用 NavAgent.CanReach,无法寻路时 Failure)。 /// 用于 Boss 阶段切换或小怪决策能否追击到跨平台目标。 /// [TaskName("Can Reach Target?")] [TaskCategory("BaseGames/Enemy/Perception")] [TaskDescription("检查 NavAgent 是否可以规划到目标的有效路径")] public sealed class BD_CanReachTarget : Conditional { [Tooltip("检查目标(留空则使用玩家位置)")] [SerializeField] private Transform m_Target; private EnemyBase _enemy; public override void OnAwake() => _enemy = gameObject.GetComponent(); public override TaskStatus OnUpdate() { if (_enemy?.Nav == null) return TaskStatus.Failure; Vector2 pos = m_Target != null ? (Vector2)m_Target.position : _enemy.PlayerTransform != null ? (Vector2)_enemy.PlayerTransform.position : Vector2.zero; return _enemy.Nav.CanReach(pos) ? TaskStatus.Success : TaskStatus.Failure; } } } #endif