#if GRAPH_DESIGNER using Opsive.BehaviorDesigner.Runtime.Tasks; using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals; using BaseGames.Enemies; namespace BaseGames.Enemies.AI { /// /// BD Conditional:玩家是否可见(LOS 检测)。 /// 读取 EnemyBase._losResult 字段(由 BatchLOSSystem 每帧写入,或降级 3 帧节流 Raycast)。 /// [TaskName("Is Player Visible?")] [TaskCategory("BaseGames/Enemy/Perception")] [TaskDescription("检查是否有视线到达玩家(通过 EnemyBase.HasLineOfSight)")] public class BD_IsPlayerVisible : Conditional { private EnemyBase _enemy; public override void OnAwake() => _enemy = GetComponent(); public override TaskStatus OnUpdate() { if (_enemy == null) return TaskStatus.Failure; return _enemy.IsPlayerVisible() ? TaskStatus.Success : TaskStatus.Failure; } } } #endif