#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