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.
This commit is contained in:
34
Assets/_Game/Scripts/Enemies/AI/BD_SetAiPhase.cs
Normal file
34
Assets/_Game/Scripts/Enemies/AI/BD_SetAiPhase.cs
Normal file
@@ -0,0 +1,34 @@
|
||||
#if GRAPH_DESIGNER
|
||||
using UnityEngine;
|
||||
using Opsive.BehaviorDesigner.Runtime.Tasks;
|
||||
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
|
||||
using BaseGames.Enemies;
|
||||
|
||||
namespace BaseGames.Enemies.AI
|
||||
{
|
||||
/// <summary>
|
||||
/// BD Action:设置 AI 行为阶段(<see cref="AiPhase"/>)。
|
||||
/// 单帧完成,返回 Success。常用于行为树中作为阶段过渡的标记节点,
|
||||
/// 例如在 Selector 分支开头标记当前进入了哪个阶段。
|
||||
/// </summary>
|
||||
[TaskName("Set Ai Phase")]
|
||||
[TaskCategory("BaseGames/Enemy/State")]
|
||||
[TaskDescription("立即切换 AI 行为阶段(AiPhase),单帧返回 Success")]
|
||||
public sealed class BD_SetAiPhase : Action
|
||||
{
|
||||
[Tooltip("目标 AI 行为阶段")]
|
||||
[SerializeField] private AiPhase m_Phase = AiPhase.Idle;
|
||||
|
||||
private EnemyBase _enemy;
|
||||
|
||||
public override void OnAwake() => _enemy = gameObject.GetComponent<EnemyBase>();
|
||||
|
||||
public override TaskStatus OnUpdate()
|
||||
{
|
||||
if (_enemy == null) return TaskStatus.Failure;
|
||||
_enemy.SetAiPhase(m_Phase);
|
||||
return TaskStatus.Success;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
Reference in New Issue
Block a user