#if GRAPH_DESIGNER
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
///
/// BD Conditional:Boss HP 是否低于阈值(用于触发阶段切换)。
/// HPThreshold 为 0~1 归一化比例(如 0.5 = HP ≤ 50%)。
///
public class BD_IsHPBelow : Conditional
{
[UnityEngine.SerializeField] private float m_HPThreshold = 0.5f;
private EnemyBase _enemy;
public override void OnStart()
{
_enemy = GetComponent();
}
public override TaskStatus OnUpdate()
{
if (_enemy == null || _enemy.Stats == null) return TaskStatus.Failure;
float ratio = (float)_enemy.Stats.CurrentHP / _enemy.Stats.MaxHP;
return ratio <= m_HPThreshold ? TaskStatus.Success : TaskStatus.Failure;
}
}
}
#endif