joywayer and Claude Opus 5
cf0ac60fad
refactor(enemy): 清全库行为树残留,删无人使用的 Boss 技能事件频道
...
Task 21 Step 2 全库扫描后的收尾:
注释与 Tooltip 里的旧决策层措辞逐处改为只描述功能——
EnemyControlledState / RangedEnemy / FlyingEnemy / SensorSlotNames /
EnemyPoiseComponent / EnemyAnimationConfigSO / EnemyAiBrain。
EnemyQuotaManager 的序列化字段 _maxActiveBehaviorTrees 改名 _maxActiveBrains
(它裁剪的实际是 EnemyAiBrain),带 FormerlySerializedAs。复核确认目前
无任何场景 / 预制体挂载该组件,故无值可丢;属未雨绸缪。
BossSkillEventChannelSO + BossEvents.BossSkillEvent + EVT_BossSkill.asset 删除:
唯一发送方 BossSkillExecutor 已随旧轨删除,复核确认全项目零发送方、零订阅方,
资产 guid 在场景 / 预制体 / Addressables 分组中均无引用。
自检:编译 0 error;EditMode 260/260 通过;
SO 校验 0 error 0 warning;层矩阵 25/25 正确。
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com >
2026-07-30 17:14:09 +08:00
joywayer
de3c9deff4
refactor(enemy): 消费者切换到 IEnemyNavigator(Wander/Waypoints 去导航图化,调试面板简化)
2026-07-28 11:25:21 +08:00
joywayer and Claude Opus 4.8
cc046c53b3
fix(combat): HitBox 命中节奏统一 + 投射物穿透可配
...
HitBox 新增 HitMode Single/Interval:Interval 用 Enter/Exit 跟踪占用 + Update 轮询,对停留目标按间隔重判,不再依赖 OnTriggerEnter 单次语义。BodyContactDamage 改用 Interval 模式,修复停留在接触判定内、无敌结束后不再受伤的 bug;FlyingEnemy 接触伤害加按目标间隔节流。ProjectileConfigSO 新增 MaxHits 默认 1 即命中即消失,Projectile 按命中预算回收,修掉默认无限穿透;弹反守卫避免反射后立即回收。
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com >
2026-06-11 16:31:55 +08:00
joywayer
a1b4e629aa
feat: Implement Room Streaming System
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- 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
joywayer
f264329751
摄像机区域的架构改动
2026-05-15 14:47:24 +08:00