Files
zeling_v2/Assets/_Game/Scripts/Enemies/AI/BD_OnParried.cs
T
joywayer 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

31 lines
1.1 KiB
C#

#if GRAPH_DESIGNER
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// BD Conditional Task:检查敌人本次 BT Tick 内是否发生了弹反事件。
///
/// 返回 <c>Success</c> 时同时清除标志(每次弹反只触发一次响应分支)。
/// 典型用法:在 BD 树根部优先分支放置此条件,触发时执行受击硬直 / 反制动画等子树。
/// </summary>
[TaskName("On Parried?")]
[TaskCategory("BaseGames/Enemy/Utility")]
[TaskDescription("检查上一次攻击是否被玩家格挡(用于 Boss 反制逻辑)")]
public class BD_OnParried : Conditional
{
private EnemyBase _enemy;
public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
return _enemy.ConsumeParryEvent() ? TaskStatus.Success : TaskStatus.Failure;
}
}
}
#endif