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 UnityEngine;
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
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@@ -11,6 +11,9 @@ namespace BaseGames.Enemies.AI
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/// BD Action:在敌人当前位置生成弹射物。
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/// ProjectileKey 为 Addressable 键,通过 GlobalObjectPool 实例化。
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/// </summary>
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[TaskName("Spawn Projectile")]
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[TaskCategory("BaseGames/Enemy/Utility")]
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[TaskDescription("在指定位置生成投射物并赋予初速度")]
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public class BD_SpawnProjectile : Action
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{
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[SerializeField] private Vector2 m_Direction = Vector2.right;
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