#if GRAPH_DESIGNER
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
///
/// BD Action:敌人巡逻行为(Phase 1 简单实现)。
/// 挂在 BT 节点上,持续令敌人向当前朝向移动。
///
public class BD_Patrol : Action
{
private EnemyBase _enemy;
public override void OnStart()
{
_enemy = GetComponent();
}
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
// Phase 1:固定向右巡逻;Phase 2 改为往返检测
_enemy.MoveInDirection(1f);
return TaskStatus.Running;
}
public override void OnEnd()
{
_enemy?.StopMovement();
}
}
}
#endif