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zeling_v2/Assets/_Game/Scripts/Enemies/AI/BD_IsNearEdge.cs
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

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#if GRAPH_DESIGNER
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// BD Conditional敌人是否靠近平台边缘。
/// 通过 EnemyNavAgent.IsNearEdge() 检测(双射线检测脚下/前方地面)。
/// </summary>
[TaskName("Is Near Edge?")]
[TaskCategory("BaseGames/Enemy/State")]
[TaskDescription("检查前方是否有悬崖边缘(基于 SensorToolkit 或 Raycast")]
public class BD_IsNearEdge : Conditional
{
private EnemyBase _enemy;
public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
public override TaskStatus OnUpdate()
{
if (_enemy == null || _enemy.Nav == null) return TaskStatus.Failure;
return _enemy.Nav.IsNearEdge() ? TaskStatus.Success : TaskStatus.Failure;
}
}
}
#endif