Files
zeling_v2/Assets/_Game/Scripts/Enemies/AI/BD_WaitRandom.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

37 lines
1.1 KiB
C#

#if GRAPH_DESIGNER
using UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// BD Action:在 [Min, Max] 范围内随机等待后返回 Success。
/// 适用于巡逻间隔、随机攻击延迟等自然行为。
/// </summary>
[TaskName("Wait (Random)")]
[TaskCategory("BaseGames/Enemy/Utility")]
[TaskDescription("在 Min~Max 范围内随机等待后返回 Success")]
public class BD_WaitRandom : Action
{
[UnityEngine.SerializeField] private float m_Min = 0.5f;
[UnityEngine.SerializeField] private float m_Max = 2.0f;
private float _elapsed;
private float _target;
public override void OnStart()
{
_elapsed = 0f;
_target = Random.Range(m_Min, m_Max);
}
public override TaskStatus OnUpdate()
{
_elapsed += Time.deltaTime;
return _elapsed >= _target ? TaskStatus.Success : TaskStatus.Running;
}
}
}
#endif