#if GRAPH_DESIGNER
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals;
using UnityEngine;
using BaseGames.Boss;
namespace BaseGames.Enemies.AI
{
///
/// BD Conditional:检查 Boss 技能是否冷却就绪。
/// 支持拖拽 BossSkillSO 或直接填写 skillId 字符串(SO 优先)。
///
[TaskName("Can Use Boss Skill?")]
[TaskCategory("BaseGames/Enemy/Boss")]
[TaskDescription("检查指定 Boss 技能是否在当前阶段可用且冷却就绪")]
public class BD_CanUseBossSkill : Conditional
{
[SerializeField] private BossSkillSO m_SkillSO;
[SerializeField] private string m_SkillId;
private BossBase _boss;
private BossSkillExecutor _executor;
public override void OnAwake()
{
_boss = GetComponent();
_executor = GetComponentInChildren();
}
public override TaskStatus OnUpdate()
{
if (_executor == null) return TaskStatus.Failure;
string id = m_SkillSO != null ? m_SkillSO.skillId : m_SkillId;
if (string.IsNullOrEmpty(id)) return TaskStatus.Failure;
return _executor.CanUseSkill(id) ? TaskStatus.Success : TaskStatus.Failure;
}
}
}
#endif