59 lines
2.1 KiB
C#
59 lines
2.1 KiB
C#
#if GRAPH_DESIGNER
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using UnityEngine;
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
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using BaseGames.Enemies;
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namespace BaseGames.Enemies.AI
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{
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/// <summary>
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/// BD Action:启动 Boss 阶段过渡演出(无敌帧 + 可选定格),等待过渡完成后返回 Success。
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///
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/// 返回 Running:过渡演出进行中(BossBase.IsPhaseTransitioning = true)。
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/// 返回 Success:过渡完成或目标阶段已达到(含守护逻辑,防止重复触发)。
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/// 返回 Failure:BossBase 组件不存在。
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///
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/// 典型 BT 用法:
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/// Sequence [ BD_IsHPBelow(0.5) → BD_BossPhaseTransition(Phase=1, Duration=1.5) → Phase2战斗节点 ]
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/// 过渡完成后,此节点每 tick 因守护立即返回 Success,Sequence 直接进入后续战斗节点。
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/// </summary>
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[TaskName("Boss Phase Transition")]
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[TaskCategory("BaseGames/Enemy/Boss")]
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[TaskDescription("触发 Boss 阶段过渡演出(无敌 + 动画 + 广播事件)")]
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public class BD_BossPhaseTransition : Action
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{
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[Tooltip("切换到的目标阶段索引")]
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[SerializeField] private int m_TargetPhase = 1;
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[Tooltip("无敌帧 + 过渡演出持续时间(秒)")]
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[SerializeField, Min(0f)] private float m_InvincibleDuration = 1.5f;
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private BossBase _boss;
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private bool _started;
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public override void OnAwake() => _boss = GetComponent<BossBase>();
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public override void OnStart()
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{
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_started = false;
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}
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public override TaskStatus OnUpdate()
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{
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if (_boss == null) return TaskStatus.Failure;
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// 防止 BT 重入时重复触发阶段过渡:目标阶段已达到则直接返回 Success
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if (_boss.CurrentPhase >= m_TargetPhase) return TaskStatus.Success;
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if (!_started)
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{
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_boss.BeginPhaseTransition(m_TargetPhase, m_InvincibleDuration);
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_started = true;
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}
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return _boss.IsPhaseTransitioning ? TaskStatus.Running : TaskStatus.Success;
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}
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}
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}
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#endif
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