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zeling_v2/Assets/_Game/Scripts/Enemies/AI/BD_BossPhaseTransition.cs

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