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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@@ -9,22 +9,24 @@ namespace BaseGames.Enemies.AI
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/// BD Conditional:Boss HP 是否低于阈值(用于触发阶段切换)。
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/// HPThreshold 为 0~1 归一化比例(如 0.5 = HP ≤ 50%)。
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/// </summary>
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[TaskName("Is HP Below Threshold?")]
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[TaskCategory("BaseGames/Enemy/State")]
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[TaskDescription("检查当前 HP 是否低于指定百分比阈值")]
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public class BD_IsHPBelow : Conditional
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{
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[UnityEngine.Range(0f, 1f)]
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[UnityEngine.SerializeField] private float m_HPThreshold = 0.5f;
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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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if (_enemy == null || _enemy.Stats == null) return TaskStatus.Failure;
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float ratio = (float)_enemy.Stats.CurrentHP / _enemy.Stats.MaxHP;
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float maxHP = UnityEngine.Mathf.Max(1f, _enemy.Stats.MaxHP);
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float ratio = (float)_enemy.Stats.CurrentHP / maxHP;
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return ratio <= m_HPThreshold ? TaskStatus.Success : TaskStatus.Failure;
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}
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}
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