#if GRAPH_DESIGNER
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
///
/// BD Conditional:敌人是否处于地面。
///
[TaskName("Is Grounded?")]
[TaskCategory("BaseGames/Enemy/State")]
[TaskDescription("检查敌人是否接地(适用于触发跳跃或落地逻辑的条件保护)")]
public class BD_IsGrounded : Conditional
{
private EnemyBase _enemy;
public override void OnAwake() => _enemy = GetComponent();
public override TaskStatus OnUpdate()
{
if (_enemy == null || _enemy.Movement == null) return TaskStatus.Failure;
return _enemy.Movement.IsGrounded ? TaskStatus.Success : TaskStatus.Failure;
}
}
}
#endif