- 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.
100 lines
4.4 KiB
C#
100 lines
4.4 KiB
C#
using System;
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using UnityEngine;
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namespace BaseGames.Enemies
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{
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// ── 连接段类型(映射 PB2d LinkTypeName 字符串)───────────────────────
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public enum NavLinkType
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{
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None,
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Segment, // 普通地面/平台段
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Jump,
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Fall,
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Corner,
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Climb,
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Elevator,
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Teleport,
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Custom
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}
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/// <summary>
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/// 导航代理抽象接口(架构 07_EnemyModule §5)。
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/// EnemyBase 和 BD Task 只依赖此接口,不依赖具体导航库。
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/// 实现:EnemyNavAgent(PathBerserker2d);测试用 NullPathAgent。
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/// </summary>
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public interface IPathAgent
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{
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// ── 核心移动 ────────────────────────────────────────────────────
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/// <summary>请求移动到世界坐标 target。</summary>
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void RequestMoveTo(Vector2 target);
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/// <summary>立即停止导航(清除路径)。</summary>
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void StopNavigation();
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/// <summary>是否已到达目标(距离 ≤ stoppingDistance)。</summary>
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bool IsAtDestination();
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/// <summary>运行时覆盖移动速度。</summary>
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void SetSpeed(float speed);
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/// <summary>当前帧是否在移动(速度 > 0.01 且有有效路径)。</summary>
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bool IsMoving { get; }
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/// <summary>是否接近平台边缘(脚下或前方无地面时为 true)。</summary>
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bool IsNearEdge();
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// ── 连接段感知(NavLink 平台跳跃/爬梯/传送)─────────────────────
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/// <summary>当前是否正在穿越连接段(跳跃/下落/爬梯等)。</summary>
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bool IsOnLink { get; }
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/// <summary>当前正在穿越的连接段类型;不在连接段时为 None。</summary>
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NavLinkType CurrentLinkType { get; }
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/// <summary>当前连接段的起始世界坐标;不在连接段时为 Vector2.zero。</summary>
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Vector2 CurrentLinkStart { get; }
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/// <summary>当前连接段的目标世界坐标;不在连接段时为 Vector2.zero。</summary>
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Vector2 CurrentLinkEnd { get; }
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/// <summary>检查目标是否可以从当前位置导航到达(同步轻量查询)。</summary>
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bool CanReach(Vector2 target);
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/// <summary>移动到随机可到达点(巡逻 fallback)。</summary>
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bool WalkToRandom();
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// ── 连接段事件 ──────────────────────────────────────────────────
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/// <summary>开始穿越连接段时触发(传入连接段类型)。</summary>
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event Action<NavLinkType> OnLinkStarted;
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/// <summary>连接段穿越完成时触发。</summary>
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event Action<NavLinkType> OnLinkCompleted;
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/// <summary>路径寻路失败事件(目标不可达时触发)。</summary>
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event Action OnNavPathFailed;
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/// <summary>到达目标事件(替代轮询 IsAtDestination)。</summary>
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event Action OnGoalReached;
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}
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// ── 无导航 / 测试用空实现 ─────────────────────────────────────────────
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public sealed class NullPathAgent : IPathAgent
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{
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public void RequestMoveTo(Vector2 _) { }
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public void StopNavigation() { }
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public bool IsAtDestination() => true;
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public void SetSpeed(float _) { }
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public bool IsMoving => false;
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public bool IsNearEdge() => false;
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public bool IsOnLink => false;
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public NavLinkType CurrentLinkType => NavLinkType.None;
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public Vector2 CurrentLinkStart => Vector2.zero;
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public Vector2 CurrentLinkEnd => Vector2.zero;
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public bool CanReach(Vector2 _) => false;
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public bool WalkToRandom() => false;
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public event Action<NavLinkType> OnLinkStarted { add { } remove { } }
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public event Action<NavLinkType> OnLinkCompleted{ add { } remove { } }
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public event Action OnNavPathFailed { add { } remove { } }
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public event Action OnGoalReached { add { } remove { } }
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}
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}
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