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Cielonos/Assets/Opsive/BehaviorDesigner/Add-Ons/CielonosPack/Conditionals/TryAcquireSector.cs

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2026-05-23 08:27:50 -04:00
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.GraphDesigner.Runtime.Variables;
using Opsive.Shared.Utility;
using UnityEngine;
namespace Cielonos.MainGame.Characters.AI
{
[Description("尝试申请扇区。成功返回 Success所有扇区已满返回 Failure。")]
[Category("Cielonos")]
public class TryAcquireSector : AutomataConditionalBase
{
[Tooltip("敌人的交战距离(站位半径)。")]
[SerializeField] protected SharedVariable<float> m_EngageRadius = 3f;
public override TaskStatus OnUpdate()
{
bool acquired = CombatManager.CoordinatorSm.TryAcquireSector(self, m_EngageRadius.Value);
return acquired ? TaskStatus.Success : TaskStatus.Failure;
}
}
}