- 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.
35 lines
1.1 KiB
C#
35 lines
1.1 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:设置 AI 行为阶段(<see cref="AiPhase"/>)。
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/// 单帧完成,返回 Success。常用于行为树中作为阶段过渡的标记节点,
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/// 例如在 Selector 分支开头标记当前进入了哪个阶段。
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/// </summary>
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[TaskName("Set Ai Phase")]
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[TaskCategory("BaseGames/Enemy/State")]
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[TaskDescription("立即切换 AI 行为阶段(AiPhase),单帧返回 Success")]
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public sealed class BD_SetAiPhase : Action
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{
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[Tooltip("目标 AI 行为阶段")]
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[SerializeField] private AiPhase m_Phase = AiPhase.Idle;
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private EnemyBase _enemy;
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public override void OnAwake() => _enemy = gameObject.GetComponent<EnemyBase>();
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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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_enemy.SetAiPhase(m_Phase);
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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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