#if GRAPH_DESIGNER
using UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
///
/// 动作:随机游走(调用 NavAgent.SetRandomDestination)。
/// 到达目的地后立即选下一个随机点,持续 Running。
/// 常用于巡逻 fallback 或无路点的小怪。
///
[TaskName("Walk Random")]
[TaskCategory("BaseGames/Enemy/Movement")]
[TaskDescription("随机游走:持续选取随机目的地导航(常用于待机巡逻兜底)")]
public sealed class BD_WalkRandom : Action
{
[Tooltip("尝试选取随机点的次数")]
[SerializeField] private int m_RetryCount = 5;
private EnemyBase _enemy;
public override void OnAwake() => _enemy = gameObject.GetComponent();
public override void OnStart()
{
_enemy.SetAiPhase(AiPhase.Patrol);
TryWalk();
}
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
if (_enemy.Nav?.IsAtDestination() ?? true) TryWalk();
return TaskStatus.Running;
}
public override void OnEnd() => _enemy?.StopMovement();
private void TryWalk()
{
for (int i = 0; i < m_RetryCount; i++)
if (_enemy.Nav?.WalkToRandom() ?? false) break;
}
}
}
#endif