- 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.
30 lines
859 B
C#
30 lines
859 B
C#
#if GRAPH_DESIGNER
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
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using BaseGames.Enemies;
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namespace BaseGames.Enemies.AI
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{
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/// <summary>
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/// BD Action:设置警觉状态,并通知 EnemyBase 调整 BT Tick 频率。
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/// </summary>
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[TaskName("Set Alert Tick Rate")]
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[TaskCategory("BaseGames/Enemy/Perception")]
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[TaskDescription("切换行为树 Tick 频率:警觉时高频,巡逻时低频")]
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public class BD_SetAlert : Action
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{
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private EnemyBase _enemy;
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public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
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public override TaskStatus OnUpdate()
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{
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if (_enemy == null) return TaskStatus.Failure;
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_enemy.SetAggroTickRate(true);
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return TaskStatus.Success;
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}
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}
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}
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#endif
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