/* * @Author: 白哉 * @Description: * @Date: 2025年06月06日 星期五 19:06:16 * @Modify: */ using System; using System.ComponentModel; using NodeCanvas.Framework; using UnityEngine; namespace NodeCanvas.Tasks.Actions { [Category("AI节点")] [Serializable] public class BaseCondition : ConditionTask { [SerializeField] private uint nodeId; public uint NodeId { get => nodeId; set => nodeId = value; } //#if UNITY_EDITOR protected override string info => $"ID:{desc}"; protected virtual string desc => string.Empty; //#endif } }