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zeling_v2/Assets/_Game/Scripts/Enemies/AI/BD_SetAiPhase.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 UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// BD Action设置 AI 行为阶段(<see cref="AiPhase"/>)。
/// 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
/// 例如在 Selector 分支开头标记当前进入了哪个阶段。
/// </summary>
[TaskName("Set Ai Phase")]
[TaskCategory("BaseGames/Enemy/State")]
[TaskDescription("立即切换 AI 行为阶段AiPhase单帧返回 Success")]
public sealed class BD_SetAiPhase : Action
{
[Tooltip("目标 AI 行为阶段")]
[SerializeField] private AiPhase m_Phase = AiPhase.Idle;
private EnemyBase _enemy;
public override void OnAwake() => _enemy = gameObject.GetComponent<EnemyBase>();
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
_enemy.SetAiPhase(m_Phase);
return TaskStatus.Success;
}
}
}
#endif