- 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.
96 lines
3.8 KiB
C#
96 lines
3.8 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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using BaseGames.Enemies.Perception;
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namespace BaseGames.Enemies.AI
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{
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/// <summary>
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/// BD Action:来回踱步巡逻——持续向当前方向移动,遇墙或悬崖时自动翻转方向。
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///
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/// 若需要按预设路点顺序巡逻,请使用 <see cref="BD_PatrolWaypoints"/>(支持 Transform 引用和内联坐标)。
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///
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/// 转向检测优先级:
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/// <list type="number">
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/// <item>EnemySensorHub "wall_ahead" / "ledge" 槽(SensorToolkit,已配置时使用)</item>
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/// <item>Physics2D Raycast 兜底(Prefab 未配置 Sensor 时自动启用)</item>
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/// </list>
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/// </summary>
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[TaskName("Patrol (Pace)")]
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[TaskCategory("BaseGames/Enemy/Movement")]
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[TaskDescription("来回踱步巡逻:遇墙或悬崖自动翻转方向(SensorToolkit 优先)")]
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public class BD_Patrol : Action
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{
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[Tooltip("(兜底)检测地面边缘的向下射线长度(m)")]
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public float edgeCheckLength = 1.2f;
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[Tooltip("(兜底)检测障碍物的水平射线长度(m)")]
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public float wallCheckLength = 0.4f;
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[Tooltip("(兜底)边缘检测射线起点相对角色的前向偏移(m)")]
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public float edgeCheckFwdOffset = 0.3f;
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[Tooltip("(兜底)边缘检测射线起点相对角色的向下偏移(m)")]
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public float edgeCheckDownOffset = 0.1f;
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[Tooltip("(兜底)地面/墙壁 LayerMask")]
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public LayerMask groundLayer;
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private EnemyBase _enemy;
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private EnemySensorHub _hub;
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private float _dir = 1f;
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// 缓存:SensorHub 中对应槽位是否已配置(Awake 时查询一次,避免每帧 Dictionary 查找)
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private bool _hasWallSensor;
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private bool _hasEdgeSensor;
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public override void OnAwake()
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{
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_enemy = GetComponent<EnemyBase>();
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_hub = GetComponent<EnemySensorHub>();
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_hasWallSensor = _hub != null && _hub.Get(SensorSlotNames.WallAhead) != null;
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_hasEdgeSensor = _hub != null && _hub.Get(SensorSlotNames.Ledge) != null;
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}
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public override void OnStart() => _enemy?.SetAiPhase(AiPhase.Patrol);
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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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if (ShouldFlip())
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_dir = -_dir;
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_enemy.MoveInDirection(_dir);
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return TaskStatus.Running;
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}
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public override void OnEnd() => _enemy?.StopMovement();
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private bool ShouldFlip()
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{
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if (_hub != null)
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{
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// 有传感器配置:用传感器结果,完全跳过 Raycast
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if (_hasWallSensor || _hasEdgeSensor)
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{
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bool wallHit = _hasWallSensor && _hub.HasAnyDetection(SensorSlotNames.WallAhead);
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bool edgeHit = _hasEdgeSensor && _hub.HasAnyDetection(SensorSlotNames.Ledge);
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return wallHit || edgeHit;
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}
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}
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// Raycast 兜底:仅在未配置 Sensor 时执行
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Transform t = _enemy.transform;
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Vector2 pos = t.position;
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Vector2 edgeOrigin = pos + Vector2.right * (_dir * edgeCheckFwdOffset) + Vector2.down * edgeCheckDownOffset;
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bool hasGround = Physics2D.Raycast(edgeOrigin, Vector2.down, edgeCheckLength, groundLayer);
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if (!hasGround) return true;
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bool hitWall = Physics2D.Raycast(pos, Vector2.right * _dir, wallCheckLength, groundLayer);
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return hitWall;
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}
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}
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}
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#endif
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