#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:通过 AnimationClip 名称播放 Animancer 动画,立即返回 Success。
/// ClipName 需与 EnemyAnimationConfigSO 中字段名一致。
///
public class BD_PlayAnimation : Action
{
/// EnemyAnimationConfigSO 中的 AnimationClip 字段名(如 "Attack_Melee")。
[SerializeField] private string m_ClipName = "Idle";
private EnemyBase _enemy;
public override void OnStart()
{
_enemy = GetComponent();
}
public override TaskStatus OnUpdate()
{
if (_enemy == null || _enemy.AnimConfig == null) return TaskStatus.Failure;
var clip = _enemy.AnimConfig.GetClipByName(m_ClipName);
if (clip != null)
_enemy.Animancer?.Play(clip);
return TaskStatus.Success;
}
}
}
#endif