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 UnityEngine;
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
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@@ -9,21 +9,18 @@ namespace BaseGames.Enemies.AI
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/// <summary>
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/// BD Action:立即朝向玩家,单帧完成,返回 Success。
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/// </summary>
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[TaskName("Face Target")]
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[TaskCategory("BaseGames/Enemy/Animation")]
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[TaskDescription("立即朝向目标 Transform 或玩家,单帧返回 Success")]
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public class BD_FaceTarget : Action
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{
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private EnemyBase _enemy;
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private Transform _player;
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private EnemyBase _enemy;
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public override void OnStart()
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{
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_enemy = GetComponent<EnemyBase>();
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var go = GameObject.FindWithTag("Player");
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_player = go != null ? go.transform : null;
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}
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public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
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public override TaskStatus OnUpdate()
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{
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if (_enemy == null || _player == null) return TaskStatus.Failure;
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if (_enemy == null) return TaskStatus.Failure;
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_enemy.FacePlayer();
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return TaskStatus.Success;
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}
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