33 lines
971 B
C#
33 lines
971 B
C#
#if GRAPH_DESIGNER
|
||
using Opsive.BehaviorDesigner.Runtime.Tasks;
|
||
using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals;
|
||
using BaseGames.Enemies;
|
||
|
||
namespace BaseGames.Enemies.AI
|
||
{
|
||
/// <summary>
|
||
/// 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%)。
|
||
/// </summary>
|
||
public class BD_IsHPBelow : Conditional
|
||
{
|
||
[UnityEngine.SerializeField] private float m_HPThreshold = 0.5f;
|
||
|
||
private EnemyBase _enemy;
|
||
|
||
public override void OnStart()
|
||
{
|
||
_enemy = GetComponent<EnemyBase>();
|
||
}
|
||
|
||
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
|