#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