#if GRAPH_DESIGNER
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
///
/// BD Action:移向玩家。
/// OnStart 从 EnemyBase.PlayerTransform 获取玩家引用(由 _onPlayerSpawned 事件缓存,
/// 避免 FindWithTag 全场景扫描)。OnUpdate 每帧更新导航目标。
///
[TaskName("Move To Player")]
[TaskCategory("BaseGames/Enemy/Movement")]
[TaskDescription("持续向玩家方向移动,失去视线或超出追踪距离返回 Failure")]
public class BD_MoveToPlayer : Action
{
private EnemyBase _enemy;
public override void OnAwake() => _enemy = GetComponent();
public override void OnStart()
{
_enemy.SetAiPhase(AiPhase.Chase);
}
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
if (_enemy.PlayerTransform == null) return TaskStatus.Failure;
_enemy.MoveTo(_enemy.PlayerTransform.position);
_enemy.FacePlayer();
return TaskStatus.Running;
}
public override void OnEnd()
{
_enemy?.StopMovement();
}
}
}
#endif