#if GRAPH_DESIGNER using Opsive.BehaviorDesigner.Runtime.Tasks; using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals; using BaseGames.Enemies; namespace BaseGames.Enemies.AI { /// /// BD Conditional:Boss HP 是否低于阈值(用于触发阶段切换)。 /// HPThreshold 为 0~1 归一化比例(如 0.5 = HP ≤ 50%)。 /// public class BD_IsHPBelow : Conditional { [UnityEngine.SerializeField] private float m_HPThreshold = 0.5f; private EnemyBase _enemy; public override void OnStart() { _enemy = GetComponent(); } public override TaskStatus OnUpdate() { if (_enemy == null || _enemy.Stats == null) return TaskStatus.Failure; float ratio = (float)_enemy.Stats.CurrentHP / _enemy.Stats.MaxHP; return ratio <= m_HPThreshold ? TaskStatus.Success : TaskStatus.Failure; } } } #endif