- 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.
59 lines
2.0 KiB
C#
59 lines
2.0 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.Actions;
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using BaseGames.Enemies;
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namespace BaseGames.Enemies.AI
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{
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/// <summary>
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/// 动作:移动到目标并等待 OnGoalReached 事件(事件驱动,替代轮询版 BD_MoveTo)。
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/// OnGoalReached 触发后返回 Success;路径失败返回 Failure。
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/// </summary>
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[TaskName("Move To And Wait")]
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[TaskCategory("BaseGames/Enemy/Movement")]
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[TaskDescription("导航到目标点,到达后原地等待指定时长,然后返回 Success")]
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public sealed class BD_MoveToAndWait : Action
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{
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[SerializeField] private Transform m_Target;
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private EnemyBase _enemy;
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private bool _reached;
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private bool _failed;
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public override void OnAwake() => _enemy = gameObject.GetComponent<EnemyBase>();
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public override void OnStart()
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{
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_reached = _failed = false;
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if (_enemy?.Nav == null) { _failed = true; return; }
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_enemy.Nav.OnGoalReached += HandleReached;
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_enemy.Nav.OnNavPathFailed += HandleFailed;
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var pos = m_Target != null ? (Vector2)m_Target.position
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: _enemy.PlayerTransform != null ? (Vector2)_enemy.PlayerTransform.position
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: (Vector2)transform.position;
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_enemy.Nav.RequestMoveTo(pos);
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}
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public override TaskStatus OnUpdate()
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{
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if (_failed) return TaskStatus.Failure;
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if (_reached) return TaskStatus.Success;
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return TaskStatus.Running;
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}
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public override void OnEnd()
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{
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if (_enemy?.Nav != null)
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{
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_enemy.Nav.OnGoalReached -= HandleReached;
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_enemy.Nav.OnNavPathFailed -= HandleFailed;
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}
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}
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private void HandleReached() => _reached = true;
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private void HandleFailed() => _failed = true;
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}
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}
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#endif
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