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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Assets/_Game/Scripts/Enemies/AI/BD_OnParried.cs
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Assets/_Game/Scripts/Enemies/AI/BD_OnParried.cs
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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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namespace BaseGames.Enemies.AI
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{
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/// <summary>
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/// BD Conditional Task:检查敌人本次 BT Tick 内是否发生了弹反事件。
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///
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/// 返回 <c>Success</c> 时同时清除标志(每次弹反只触发一次响应分支)。
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/// 典型用法:在 BD 树根部优先分支放置此条件,触发时执行受击硬直 / 反制动画等子树。
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/// </summary>
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[TaskName("On Parried?")]
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[TaskCategory("BaseGames/Enemy/Utility")]
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[TaskDescription("检查上一次攻击是否被玩家格挡(用于 Boss 反制逻辑)")]
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public class BD_OnParried : Conditional
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{
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private EnemyBase _enemy;
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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) return TaskStatus.Failure;
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return _enemy.ConsumeParryEvent() ? TaskStatus.Success : TaskStatus.Failure;
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}
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}
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}
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#endif
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