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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@@ -20,8 +20,16 @@ namespace BaseGames.Enemies
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[Header("受击")]
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public AnimationClip Hurt;
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public AnimationClip Stagger;
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[Tooltip("击飞腾空动画(可选);留空时由 EnemyBase.ScheduleStateRecovery 按时长自动恢复")]
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public AnimationClip KnockUp;
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public AnimationClip Dead;
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[Header("AI 阶段")]
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[Tooltip("发现目标时的短暂警觉姿态(可选)")]
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public AnimationClip Alert;
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[Tooltip("搜查时的慢走或环顾动作(留空则回退到 Walk)")]
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public AnimationClip Investigate;
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/// <summary>
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/// 按字段名返回 Clip(BD_PlayAnimation 使用)。
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/// 支持字段名和常见别名(如 Attack_Melee / Idle 等)。
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@@ -32,11 +40,14 @@ namespace BaseGames.Enemies
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{
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"Idle" => Idle,
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"Walk" => Walk,
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"Run" => Run,
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"Attack" or "Attack_Melee" => Attack,
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"Run" or "Chase" => Run,
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"Attack" or "Attack_Melee" => Attack,
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"Hurt" => Hurt,
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"Stagger" => Stagger,
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"KnockUp" => KnockUp,
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"Dead" or "Death" => Dead,
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"Alert" => Alert,
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"Investigate" => Investigate ?? Walk,
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_ => null,
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};
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}
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