#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