Commit Graph

4 Commits

Author SHA1 Message Date
06048c966a feat: Add HurtBoxOwnerGuard to prevent multiple damage registrations from the same HitBox activation
- Implemented HurtBoxOwnerGuard to ensure that multiple HurtBoxes on the same character do not register damage multiple times during a single HitBox activation.
- Added custom editor for HitBox to facilitate the creation of shape colliders with HitBoxColliderProxy.
- Introduced PhysicsPerceptionSystem for enemy perception, supporting multiple detection modes including RangeCircle, BatchLOS, FanCast, and BoxCast.
- Created EnemyPatrolZone to define patrol and chase areas for enemies, allowing for shared zones among multiple enemies.
- Added BD_IsOutsideZone conditional task for Behavior Designer to check if an enemy or player is outside a defined patrol zone.
2026-06-02 16:10:44 +08:00
bcd8b0e90b feat: Update enemy AI and movement systems
- Enhanced Physics2D layer collision report with new interactions between Player and Enemy layers.
- Refactored BD_InvestigateLastKnown to streamline animation handling and improve readability.
- Simplified BD_MaintainCombatDistance by consolidating movement stop logic.
- Updated BD_MoveToPlayer to set AI phase on start.
- Improved BD_Patrol logic with better handling of stuck states and path failures.
- Enhanced BD_PatrolWaypoints to manage stuck conditions and retry logic more effectively.
- Refined BD_ReturnToHome to remove unnecessary animation calls.
- Updated BD_WalkRandom to ensure AI phase is set correctly on start.
- Improved EnemyAbilityBase to delegate target facing to the movement system.
- Enhanced EnemyBase with new movement methods for better control.
- Refactored EnemyMovement to introduce a new input system for handling movement and facing.
- Added EnemyMoveInput struct to encapsulate movement intentions.
- Updated Physics2DSettings to reflect new layer collision matrix.
- Introduced RTK CLI instructions for optimized command usage.
2026-05-29 17:01:59 +08:00
a1b4e629aa 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.
2026-05-23 19:10:29 +08:00
f264329751 摄像机区域的架构改动 2026-05-15 14:47:24 +08:00