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.Conditionals;
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using BaseGames.Enemies;
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@@ -8,14 +8,14 @@ namespace BaseGames.Enemies.AI
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/// <summary>
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/// BD Conditional:敌人是否处于地面。
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/// </summary>
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[TaskName("Is Grounded?")]
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[TaskCategory("BaseGames/Enemy/State")]
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[TaskDescription("检查敌人是否接地(适用于触发跳跃或落地逻辑的条件保护)")]
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public class BD_IsGrounded : Conditional
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{
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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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}
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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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