feat: Implement Room Streaming System
- Add RoomStreamingManager to manage room loading and unloading based on player proximity. - Create StreamingBudgetConfigSO for memory and performance budgeting of the streaming system. - Introduce TransitionDirector to handle seamless and atmospheric fade transitions between rooms. - Develop WorldGraph to represent room connectivity and facilitate neighbor queries and distance calculations. - Implement RoomNode and RoomEdge classes to structure room data and connections.
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Assets/_Game/Scripts/Enemies/AI/BD_CanReachTarget.cs
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35
Assets/_Game/Scripts/Enemies/AI/BD_CanReachTarget.cs
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#if GRAPH_DESIGNER
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using UnityEngine;
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals;
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using BaseGames.Enemies;
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namespace BaseGames.Enemies.AI
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{
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/// <summary>
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/// 条件:目标坐标从当前位置是否可到达(调用 NavAgent.CanReach,无法寻路时 Failure)。
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/// 用于 Boss 阶段切换或小怪决策能否追击到跨平台目标。
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/// </summary>
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[TaskName("Can Reach Target?")]
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[TaskCategory("BaseGames/Enemy/Perception")]
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[TaskDescription("检查 NavAgent 是否可以规划到目标的有效路径")]
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public sealed class BD_CanReachTarget : Conditional
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{
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[Tooltip("检查目标(留空则使用玩家位置)")]
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[SerializeField] private Transform m_Target;
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private EnemyBase _enemy;
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public override void OnAwake() => _enemy = gameObject.GetComponent<EnemyBase>();
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public override TaskStatus OnUpdate()
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{
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if (_enemy?.Nav == null) return TaskStatus.Failure;
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Vector2 pos = m_Target != null
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? (Vector2)m_Target.position
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: _enemy.PlayerTransform != null ? (Vector2)_enemy.PlayerTransform.position : Vector2.zero;
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return _enemy.Nav.CanReach(pos) ? TaskStatus.Success : TaskStatus.Failure;
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}
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}
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}
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#endif
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