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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@@ -9,6 +9,9 @@ namespace BaseGames.Enemies.AI
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/// BD Conditional:检查玩家是否在指定范围内。
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/// 成功/失败直接驱动 BT 分支选择(Selector / Sequence 节点)。
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/// </summary>
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[TaskName("Is Player In Range?")]
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[TaskCategory("BaseGames/Enemy/Perception")]
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[TaskDescription("检查玩家是否在指定距离内")]
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public class BD_IsPlayerInRange : Conditional
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{
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/// <summary>检测范围(Inspector 可配置,默认 6 米)。</summary>
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@@ -16,10 +19,7 @@ namespace BaseGames.Enemies.AI
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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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