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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@@ -9,6 +9,9 @@ namespace BaseGames.Enemies.AI
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/// BD Action:在 [Min, Max] 范围内随机等待后返回 Success。
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/// 适用于巡逻间隔、随机攻击延迟等自然行为。
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/// </summary>
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[TaskName("Wait (Random)")]
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[TaskCategory("BaseGames/Enemy/Utility")]
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[TaskDescription("在 Min~Max 范围内随机等待后返回 Success")]
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public class BD_WaitRandom : Action
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{
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[UnityEngine.SerializeField] private float m_Min = 0.5f;
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