Files
zeling_v2/Assets/_Game/Scripts/Enemies/AI/BD_Wait.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

34 lines
911 B
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
#if GRAPH_DESIGNER
using UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// BD Action等待固定 Duration 秒后返回 Success。
/// 适用于攻击前摇、冷却间隔等固定等待。
/// </summary>
[TaskName("Wait")]
[TaskCategory("BaseGames/Enemy/Utility")]
[TaskDescription("等待固定 Duration 秒后返回 Success")]
public class BD_Wait : Action
{
[UnityEngine.SerializeField] private float m_Duration = 1f;
private float _elapsed;
public override void OnStart()
{
_elapsed = 0f;
}
public override TaskStatus OnUpdate()
{
_elapsed += Time.deltaTime;
return _elapsed >= m_Duration ? TaskStatus.Success : TaskStatus.Running;
}
}
}
#endif