#if GRAPH_DESIGNER using Opsive.BehaviorDesigner.Runtime.Tasks; using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals; using BaseGames.Enemies; namespace BaseGames.Enemies.AI { /// /// BD Conditional:敌人是否靠近平台边缘。 /// 通过 EnemyNavAgent.IsNearEdge() 检测(双射线检测脚下/前方地面)。 /// [TaskName("Is Near Edge?")] [TaskCategory("BaseGames/Enemy/State")] [TaskDescription("检查前方是否有悬崖边缘(基于 SensorToolkit 或 Raycast)")] public class BD_IsNearEdge : Conditional { private EnemyBase _enemy; public override void OnAwake() => _enemy = GetComponent(); public override TaskStatus OnUpdate() { if (_enemy == null || _enemy.Nav == null) return TaskStatus.Failure; return _enemy.Nav.IsNearEdge() ? TaskStatus.Success : TaskStatus.Failure; } } } #endif