- 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.
31 lines
987 B
C#
31 lines
987 B
C#
#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.Conditionals;
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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 Conditional:敌人当前 EnemyStateType 是否与目标状态匹配。
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/// </summary>
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[TaskName("Is State Match?")]
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[TaskCategory("BaseGames/Enemy/State")]
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[TaskDescription("检查当前物理/战斗状态是否与目标枚举值匹配")]
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public class BD_IsStateMatch : Conditional
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{
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[SerializeField] private EnemyStateType m_TargetState = EnemyStateType.Controlled;
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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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return _enemy.CurrentState == m_TargetState ? TaskStatus.Success : TaskStatus.Failure;
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}
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}
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}
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#endif
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