- 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.
38 lines
1.2 KiB
C#
38 lines
1.2 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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/// BD Action:通过 AnimationClip 名称播放 Animancer 动画,立即返回 Success。
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/// ClipName 需与 EnemyAnimationConfigSO 中字段名一致。
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/// </summary>
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[TaskName("Play Animation")]
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[TaskCategory("BaseGames/Enemy/Animation")]
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[TaskDescription("通过 Animancer 播放指定动画 Clip;支持等待动画结束后返回")]
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public class BD_PlayAnimation : Action
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{
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/// <summary>EnemyAnimationConfigSO 中的 AnimationClip 字段名(如 "Attack_Melee")。</summary>
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[SerializeField] private string m_ClipName = "Idle";
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private EnemyBase _enemy;
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public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
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public override TaskStatus OnUpdate()
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{
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if (_enemy == null || _enemy.AnimConfig == null) return TaskStatus.Failure;
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var clip = _enemy.AnimConfig.GetClipByName(m_ClipName);
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if (clip != null)
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_enemy.Animancer?.Play(clip);
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return TaskStatus.Success;
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}
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}
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}
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#endif
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