#if GRAPH_DESIGNER
using UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Core;
using BaseGames.Core.Pool;
namespace BaseGames.Enemies.AI
{
///
/// BD Action:在敌人当前位置生成弹射物。
/// ProjectileKey 为 Addressable 键,通过 GlobalObjectPool 实例化。
///
public class BD_SpawnProjectile : Action
{
[SerializeField] private Vector2 m_Direction = Vector2.right;
[SerializeField] private string m_ProjectileKey = "";
[SerializeField] private float m_Speed = 8f;
public override TaskStatus OnUpdate()
{
if (string.IsNullOrEmpty(m_ProjectileKey)) return TaskStatus.Failure;
var pool = ServiceLocator.GetOrDefault();
if (pool == null) return TaskStatus.Failure;
var go = pool.Spawn(m_ProjectileKey, transform.position, Quaternion.identity);
if (go != null)
{
var rb = go.GetComponent();
if (rb != null)
rb.velocity = m_Direction.normalized * m_Speed;
}
return TaskStatus.Success;
}
}
}
#endif