- 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.
35 lines
1.2 KiB
C#
35 lines
1.2 KiB
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.Abilities;
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namespace BaseGames.Enemies.AI
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{
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/// <summary>条件:abilityId 当前是否正在运行。</summary>
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[TaskName("Is Ability Running?")]
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[TaskCategory("BaseGames/Enemy/Combat")]
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[TaskDescription("检查指定能力当前是否正在执行中")]
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public sealed class BD_IsAbilityRunning : Conditional
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{
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[Tooltip("能力 ScriptableObject(优先级高于下方字符串 ID)")]
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[SerializeField] private EnemyAbilitySO m_AbilitySO;
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[Tooltip("能力 ID(当 AbilitySO 未赋值时使用)")]
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[SerializeField] private string m_AbilityId = "";
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private EnemyBase _enemy;
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public override void OnAwake() => _enemy = gameObject.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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string id = m_AbilitySO != null ? m_AbilitySO.abilityId : m_AbilityId;
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var ab = _enemy.Abilities.Get(id);
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return ab != null && ab.IsRunning ? 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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