#if GRAPH_DESIGNER
using UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
///
/// BD Action:跳跃至目标坐标(抛物线跳跃)。
/// 调用 EnemyBase.JumpTo,待落地(IsGrounded)后返回 Success。
///
[TaskName("Jump To")]
[TaskCategory("BaseGames/Enemy/Movement")]
[TaskDescription("执行跳跃动作到达目标高度或 NavLink 对接点")]
public class BD_JumpTo : Action
{
[SerializeField] private Vector2 m_Target;
private EnemyBase _enemy;
private bool _jumped;
public override void OnAwake() => _enemy = GetComponent();
public override void OnStart()
{
_jumped = false;
}
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
if (!_jumped)
{
_enemy.JumpTo(m_Target);
_jumped = true;
return TaskStatus.Running;
}
// 等待落地
if (_enemy.Movement != null && _enemy.Movement.IsGrounded)
return TaskStatus.Success;
return TaskStatus.Running;
}
}
}
#endif