Add enemy respawner and related components for room lifecycle management
- Implemented EnemyRespawner to manage enemy spawning and respawning within rooms. - Added IRoomLifecycle interface for room activation and dormancy handling. - Created supporting classes and metadata for enemy perception and threat assessment. - Established streaming system components for room state management and transitions. - Added necessary metadata files for new scripts to ensure proper integration with Unity.
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@@ -8,7 +8,7 @@ namespace BaseGames.World.Map
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{
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/// <summary>
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/// 单个房间的地图数据 SO(架构 15_MapShopModule §1.1)。
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/// 资产路径: Assets/ScriptableObjects/Map/Room_{RoomId}.asset
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/// 资产路径: Assets/_Game/Data/Map/Rooms/Room_{RoomId}.asset
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/// </summary>
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[CreateAssetMenu(menuName = "BaseGames/World/Map/RoomData")]
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public class MapRoomDataSO : ScriptableObject
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@@ -61,7 +61,7 @@ namespace BaseGames.World.Map
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/// <summary>
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/// 全局地图数据库 SO(编辑器配置一次;架构 15_MapShopModule §1.1)。
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/// 资产路径: Assets/ScriptableObjects/Map/MapDatabase.asset
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/// 资产路径: Assets/_Game/Data/Map/MapDatabase.asset
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/// </summary>
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[CreateAssetMenu(menuName = "BaseGames/World/Map/MapDatabase")]
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public class MapDatabaseSO : ScriptableObject
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