#if GRAPH_DESIGNER
using UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
using BaseGames.Enemies.Perception;
namespace BaseGames.Enemies.AI
{
///
/// BD Action:来回踱步巡逻——持续向当前方向移动,遇墙或悬崖时自动翻转方向。
///
/// 若需要按预设路点顺序巡逻,请使用 (支持 Transform 引用和内联坐标)。
///
/// 转向检测优先级:
///
/// - EnemySensorHub "wall_ahead" / "ledge" 槽(SensorToolkit,已配置时使用)
/// - Physics2D Raycast 兜底(Prefab 未配置 Sensor 时自动启用)
///
///
[TaskName("Patrol (Pace)")]
[TaskCategory("BaseGames/Enemy/Movement")]
[TaskDescription("来回踱步巡逻:遇墙或悬崖自动翻转方向(SensorToolkit 优先)")]
public class BD_Patrol : Action
{
[Tooltip("(兜底)检测地面边缘的向下射线长度(m)")]
public float edgeCheckLength = 1.2f;
[Tooltip("(兜底)检测障碍物的水平射线长度(m)")]
public float wallCheckLength = 0.4f;
[Tooltip("(兜底)边缘检测射线起点相对角色的前向偏移(m)")]
public float edgeCheckFwdOffset = 0.3f;
[Tooltip("(兜底)边缘检测射线起点相对角色的向下偏移(m)")]
public float edgeCheckDownOffset = 0.1f;
[Tooltip("(兜底)地面/墙壁 LayerMask")]
public LayerMask groundLayer;
private EnemyBase _enemy;
private EnemySensorHub _hub;
private float _dir = 1f;
// 缓存:SensorHub 中对应槽位是否已配置(Awake 时查询一次,避免每帧 Dictionary 查找)
private bool _hasWallSensor;
private bool _hasEdgeSensor;
public override void OnAwake()
{
_enemy = GetComponent();
_hub = GetComponent();
_hasWallSensor = _hub != null && _hub.Get(SensorSlotNames.WallAhead) != null;
_hasEdgeSensor = _hub != null && _hub.Get(SensorSlotNames.Ledge) != null;
}
public override void OnStart() => _enemy?.SetAiPhase(AiPhase.Patrol);
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
if (ShouldFlip())
_dir = -_dir;
_enemy.MoveInDirection(_dir);
return TaskStatus.Running;
}
public override void OnEnd() => _enemy?.StopMovement();
private bool ShouldFlip()
{
if (_hub != null)
{
// 有传感器配置:用传感器结果,完全跳过 Raycast
if (_hasWallSensor || _hasEdgeSensor)
{
bool wallHit = _hasWallSensor && _hub.HasAnyDetection(SensorSlotNames.WallAhead);
bool edgeHit = _hasEdgeSensor && _hub.HasAnyDetection(SensorSlotNames.Ledge);
return wallHit || edgeHit;
}
}
// Raycast 兜底:仅在未配置 Sensor 时执行
Transform t = _enemy.transform;
Vector2 pos = t.position;
Vector2 edgeOrigin = pos + Vector2.right * (_dir * edgeCheckFwdOffset) + Vector2.down * edgeCheckDownOffset;
bool hasGround = Physics2D.Raycast(edgeOrigin, Vector2.down, edgeCheckLength, groundLayer);
if (!hasGround) return true;
bool hitWall = Physics2D.Raycast(pos, Vector2.right * _dir, wallCheckLength, groundLayer);
return hitWall;
}
}
}
#endif