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zeling_v2/Assets/_Game/Scripts/Enemies/AI/BD_MoveToPlayer.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.Actions;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// BD Action移向玩家。
/// OnStart 从 EnemyBase.PlayerTransform 获取玩家引用(由 _onPlayerSpawned 事件缓存,
/// 避免 FindWithTag 全场景扫描。OnUpdate 每帧更新导航目标。
/// </summary>
[TaskName("Move To Player")]
[TaskCategory("BaseGames/Enemy/Movement")]
[TaskDescription("持续向玩家方向移动,失去视线或超出追踪距离返回 Failure")]
public class BD_MoveToPlayer : Action
{
private EnemyBase _enemy;
public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
if (_enemy.PlayerTransform == null) return TaskStatus.Failure;
_enemy.MoveTo(_enemy.PlayerTransform.position);
_enemy.FacePlayer();
return TaskStatus.Running;
}
public override void OnEnd()
{
_enemy?.StopMovement();
}
}
}
#endif