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zeling_v2/Assets/_Game/Scripts/Enemies/AI/BD_IsPlayerInRange.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检查玩家是否在指定范围内。
/// 成功/失败直接驱动 BT 分支选择Selector / Sequence 节点)。
/// </summary>
[TaskName("Is Player In Range?")]
[TaskCategory("BaseGames/Enemy/Perception")]
[TaskDescription("检查玩家是否在指定距离内")]
public class BD_IsPlayerInRange : Conditional
{
/// <summary>检测范围Inspector 可配置,默认 6 米)。</summary>
public float Range = 6f;
private EnemyBase _enemy;
public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
return _enemy.IsPlayerInRange(Range) ? TaskStatus.Success : TaskStatus.Failure;
}
}
}
#endif