#if GRAPH_DESIGNER
using UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals;
using BaseGames.Enemies.Abilities;
namespace BaseGames.Enemies.AI
{
/// 条件:abilityId 当前是否正在运行。
[TaskName("Is Ability Running?")]
[TaskCategory("BaseGames/Enemy/Combat")]
[TaskDescription("检查指定能力当前是否正在执行中")]
public sealed class BD_IsAbilityRunning : Conditional
{
[Tooltip("能力 ScriptableObject(优先级高于下方字符串 ID)")]
[SerializeField] private EnemyAbilitySO m_AbilitySO;
[Tooltip("能力 ID(当 AbilitySO 未赋值时使用)")]
[SerializeField] private string m_AbilityId = "";
private EnemyBase _enemy;
public override void OnAwake() => _enemy = gameObject.GetComponent();
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
string id = m_AbilitySO != null ? m_AbilitySO.abilityId : m_AbilityId;
var ab = _enemy.Abilities.Get(id);
return ab != null && ab.IsRunning ? TaskStatus.Success : TaskStatus.Failure;
}
}
}
#endif