#if GRAPH_DESIGNER using UnityEngine; using Opsive.BehaviorDesigner.Runtime.Tasks; using Opsive.BehaviorDesigner.Runtime.Tasks.Actions; using BaseGames.Enemies; using BaseGames.Enemies.Perception; namespace BaseGames.Enemies.AI { /// /// BD Action:来回踱步巡逻——持续向当前方向移动,遇墙或悬崖时自动翻转方向。 /// 转向检测依赖 EnemySensorHub 的 "wall_ahead" / "ledge" 槽(SensorToolkit)。 /// /// 若需要按预设路点顺序巡逻,请使用 (支持 Transform 引用和内联坐标)。 /// [TaskName("Patrol (Pace)")] [TaskCategory("BaseGames/Enemy/Movement")] [TaskDescription("来回踱步巡逻:遇墙或悬崖自动翻转方向(需配置 EnemySensorHub wall_ahead / ledge 槽)")] public class BD_Patrol : Action { private EnemyBase _enemy; private EnemySensorHub _hub; private float _dir = 1f; private float _flipCooldown; // 翻转后短暂冷却,等待 RaySensor2D 刷新到新朝向 // 缓存:SensorHub 中对应槽位是否已配置(Awake 时查询一次,避免每帧 Dictionary 查找) private bool _hasWallSensor; private bool _hasEdgeSensor; public override void OnAwake() { _enemy = GetComponent(); _hub = GetComponent(); _hasWallSensor = _hub != null && _hub.Get(SensorSlotNames.WallAhead) != null; _hasEdgeSensor = _hub != null && _hub.Get(SensorSlotNames.Ledge) != null; } public override void OnStart() { _enemy?.SetAiPhase(AiPhase.Patrol); // 与敌人实际朝向同步,防止任务重入时 _dir 与朝向不符(如战斗后朝向已改变) if (_enemy?.Movement != null) _dir = _enemy.Movement.FacingDirection; _flipCooldown = 0f; } public override TaskStatus OnUpdate() { if (_enemy == null) return TaskStatus.Failure; // 翻转冷却期间跳过传感器检测(等待 RaySensor2D 在新朝向完成刷新) if (_flipCooldown > 0f) _flipCooldown -= Time.deltaTime; else if (ShouldFlip()) { _dir = -_dir; _flipCooldown = 0.1f; // ~6 帧缓冲(60 fps),防止传感器残留信号导致抖动 } _enemy.MoveInDirection(_dir); return TaskStatus.Running; } public override void OnEnd() => _enemy?.StopMovement(); private bool ShouldFlip() { // 转身进行中时不重复检测,防止 _dir 在转身期间被传感器残留信号反复翻转 if (_enemy.Movement != null && _enemy.Movement.IsTurning) return false; bool wallHit = _hasWallSensor && _hub.HasAnyDetection(SensorSlotNames.WallAhead); bool edgeHit = _hasEdgeSensor && _hub.HasAnyDetection(SensorSlotNames.Ledge); return wallHit || edgeHit; } } } #endif