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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@@ -1,4 +1,4 @@
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#if GRAPH_DESIGNER
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#if GRAPH_DESIGNER
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
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using BaseGames.Enemies;
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@@ -9,22 +9,26 @@ namespace BaseGames.Enemies.AI
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/// BD Action:Boss 切换阶段(Phase)。
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/// 调用 BossBase.EnterPhase(PhaseIndex),单帧完成,返回 Success。
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/// </summary>
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[TaskName("Enter Boss Phase")]
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[TaskCategory("BaseGames/Enemy/Boss")]
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[TaskDescription("立即切换 Boss 到目标阶段序号(单帧完成)")]
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public class BD_EnterPhase : Action
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{
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[UnityEngine.SerializeField] private int m_PhaseIndex = 1;
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private BossBase _boss;
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public override void OnAwake() => _boss = GetComponent<BossBase>();
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public override void OnStart()
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{
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_boss = GetComponent<BossBase>();
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// 阶段切换是单帧操作,在 OnStart 完成;OnUpdate 仅汇报结果
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_boss?.EnterPhase(m_PhaseIndex);
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}
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public override TaskStatus OnUpdate()
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{
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if (_boss == null) return TaskStatus.Failure;
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_boss.EnterPhase(m_PhaseIndex);
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return TaskStatus.Success;
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return _boss == null ? TaskStatus.Failure : TaskStatus.Success;
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}
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}
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}
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