#if GRAPH_DESIGNER
using UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
///
/// BD Action:按预设路点顺序巡逻(支持 Transform 引用或内联 Vector2 坐标两种模式)。
///
///
/// - m_Waypoints(Transform[]):拖入场景中的路点对象;适合动态路点(可在运行时移动)。
/// - m_InlineWaypoints(Vector2[]):直接填写世界坐标;无需在场景中放置对象,编辑器中以 Gizmo 可视化路径。
/// - 两者同时设置时 m_Waypoints 优先。
///
///
/// 到达最后一个路点后可循环(Loop)或往返(PingPong)。
/// 与 PathBerserker2d 集成:通过 IPathAgent.RequestMoveTo 导航,支持跨平台跳跃 NavLink。
///
[TaskName("Patrol (Waypoints)")]
[TaskCategory("BaseGames/Enemy/Movement")]
[TaskDescription("按预设路点顺序巡逻;支持 Transform 引用或内联 Vector2 坐标,可循环或折返")]
public sealed class BD_PatrolWaypoints : Action
{
[Tooltip("路点列表(世界空间 Transform);与 m_InlineWaypoints 同时设置时此项优先")]
[SerializeField] private Transform[] m_Waypoints;
[Tooltip("内联路点坐标(世界空间 Vector2);m_Waypoints 为空时使用;在 Scene 视图中以绿色 Gizmo 可视化")]
[SerializeField] private Vector2[] m_InlineWaypoints;
[Tooltip("到达路点的判定半径(m)")]
[SerializeField] private float m_ArriveRadius = 0.3f;
[Tooltip("true = 往返; false = 循环")]
[SerializeField] private bool m_PingPong = false;
[Tooltip("每个路点到达后等待时长(s)")]
[SerializeField] private float m_WaitAtWaypoint = 0f;
// 首次启动重试间隔:OnStart() 的第一次 RequestCurrent() 可能因 NavAgent 尚未完成
// UpdateMappedPosition()(脚本执行顺序问题)而静默失败。此值只需大于一帧即可。
private const float InitialRetryDelay = 0.05f;
// 正常巡逻中卡住的重试间隔:必须足够长,使任何在途 PB2d 路径请求
// (Pending → Finished → HandlePathRequest 消费)都已处理完毕,避免竞争覆盖。
private const float StuckRetryDelay = 0.5f;
private EnemyBase _enemy;
private int _index = 0;
private int _dir = 1;
private float _waitTimer = 0f;
private bool _waiting = false;
private float _stuckTimer = 0f;
private bool _pathFailed = false;
private bool _hasMoved = false; // 首次成功开始移动后置 true
// ── 统一路点访问 ────────────────────────────────────────────────────
private int WaypointCount =>
m_Waypoints != null && m_Waypoints.Length > 0
? m_Waypoints.Length
: m_InlineWaypoints?.Length ?? 0;
private Vector2 GetWaypoint(int index)
{
if (m_Waypoints != null && m_Waypoints.Length > 0)
{
var t = m_Waypoints[index];
return t != null ? (Vector2)t.position : (Vector2)transform.position;
}
return m_InlineWaypoints != null && index < m_InlineWaypoints.Length
? m_InlineWaypoints[index]
: (Vector2)transform.position;
}
// ── BD 生命周期 ─────────────────────────────────────────────────────
public override void OnAwake() => _enemy = gameObject.GetComponent();
public override void OnStart()
{
if (WaypointCount == 0) return;
_waiting = false;
_waitTimer = 0f;
_stuckTimer = 0f;
_pathFailed = false;
_hasMoved = false;
_enemy?.SetAiPhase(AiPhase.Patrol);
if (_enemy?.Nav != null)
{
_enemy.Nav.OnGoalReached += HandleGoalReached;
_enemy.Nav.OnNavPathFailed += HandlePathFailed;
}
RequestCurrent();
}
public override TaskStatus OnUpdate()
{
if (_enemy == null || WaypointCount == 0)
return TaskStatus.Failure;
if (_waiting)
{
_waitTimer -= Time.deltaTime;
if (_waitTimer > 0f) return TaskStatus.Running;
_waiting = false;
Advance();
RequestCurrent();
return TaskStatus.Running;
}
// 兜底重试:用时间门控避免与 PB2d 的 Finished-状态路径请求产生竞争。
// 首次启动前(_hasMoved=false)使用短延迟,处理 NavAgent 位置映射尚未就绪的情况;
// 正常巡逻中使用长延迟,确保在途路径请求已被 HandlePathRequest 消费完毕。
if (_enemy.Nav != null)
{
if (!_enemy.Nav.IsMoving)
{
_stuckTimer += Time.deltaTime;
float retryDelay = _hasMoved ? StuckRetryDelay : InitialRetryDelay;
if (_stuckTimer >= retryDelay)
{
_stuckTimer = 0f;
_pathFailed = false;
RequestCurrent();
}
}
else
{
_hasMoved = true;
_stuckTimer = 0f;
}
}
return TaskStatus.Running;
}
public override void OnEnd()
{
if (_enemy?.Nav != null)
{
_enemy.Nav.OnGoalReached -= HandleGoalReached;
_enemy.Nav.OnNavPathFailed -= HandlePathFailed;
}
_enemy?.StopMovement();
}
// ── 内部辅助 ────────────────────────────────────────────────────────
private void HandleGoalReached()
{
_hasMoved = true;
_stuckTimer = 0f;
_pathFailed = false;
if (m_WaitAtWaypoint > 0f)
{
_waiting = true;
_waitTimer = m_WaitAtWaypoint;
_enemy?.StopMovement();
}
else
{
Advance();
RequestCurrent();
}
}
// 路径失败时不在回调中立即重试——此时 NavAgent.HandlePathRequest 尚未调用
// currentPathRequest.Reset(),直接提交新请求会被随后的 Reset() 覆盖清除。
// 改为设置标志,交由 OnUpdate 的计时兜底在下一帧安全重试。
private void HandlePathFailed()
{
_pathFailed = true;
_stuckTimer = 0f; // 重置计时器,使兜底在 StuckRetryDelay 后触发
}
private void RequestCurrent()
{
if (WaypointCount == 0) return;
_enemy.MoveTo(GetWaypoint(_index));
}
private void Advance()
{
if (WaypointCount <= 1) return;
if (m_PingPong)
{
_index += _dir;
if (_index >= WaypointCount) { _index = WaypointCount - 2; _dir = -1; }
else if (_index < 0) { _index = 1; _dir = 1; }
}
else
{
_index = (_index + 1) % WaypointCount;
}
}
// ── Gizmo 可视化(仅 m_InlineWaypoints 模式)────────────────────────
#if UNITY_EDITOR
private new void OnDrawGizmos()
{
if (m_InlineWaypoints == null || m_InlineWaypoints.Length < 1) return;
// m_Waypoints 存在时不绘制,避免与场景路点重叠
if (m_Waypoints != null && m_Waypoints.Length > 0) return;
Gizmos.color = new Color(0.2f, 0.85f, 0.2f, 0.8f);
for (int i = 0; i < m_InlineWaypoints.Length; i++)
{
Gizmos.DrawWireSphere(m_InlineWaypoints[i], m_ArriveRadius);
if (i < m_InlineWaypoints.Length - 1)
Gizmos.DrawLine(m_InlineWaypoints[i], m_InlineWaypoints[i + 1]);
}
// PingPong 时也画返回线;Loop 时画首尾连接线
if (m_InlineWaypoints.Length >= 2)
{
if (m_PingPong)
{
// 往返:虚线效果(半透明线)
Gizmos.color = new Color(0.2f, 0.85f, 0.2f, 0.35f);
Gizmos.DrawLine(m_InlineWaypoints[m_InlineWaypoints.Length - 1], m_InlineWaypoints[0]);
}
else
{
// 循环:画首尾连接
Gizmos.color = new Color(0.2f, 0.85f, 0.2f, 0.5f);
Gizmos.DrawLine(m_InlineWaypoints[m_InlineWaypoints.Length - 1], m_InlineWaypoints[0]);
}
}
// 编辑器标签(路点序号)
UnityEditor.Handles.color = new Color(0.2f, 0.85f, 0.2f, 1f);
for (int i = 0; i < m_InlineWaypoints.Length; i++)
UnityEditor.Handles.Label(m_InlineWaypoints[i] + Vector2.up * 0.25f, $"WP{i}");
}
#endif
}
}
#endif