- 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.
92 lines
3.1 KiB
C#
92 lines
3.1 KiB
C#
using System.Collections;
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using UnityEngine;
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using BaseGames.Combat;
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namespace BaseGames.Enemies.Abilities
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{
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/// <summary>
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/// 挂顶下落能力:怪物初始挂在天花板(kinematic,重力 0)。能力触发后:
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/// 1. 切换为 dynamic + 恢复重力
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/// 2. 自由落体到接触地面
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/// 3. 落地播放 AoE HitBox + 砸地反馈
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/// </summary>
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[RequireComponent(typeof(Rigidbody2D))]
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public sealed class CeilingDropAbility : EnemyAbilityBase
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{
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[Header("下落")]
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[SerializeField] private float _fallGravityScale = 3.5f;
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[SerializeField] private float _maxFallTime = 3f;
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[SerializeField] private LayerMask _groundMask;
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[Header("落地")]
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[SerializeField] private HitBox _landingHitBox;
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[SerializeField] private float _hitBoxActiveTime = 0.2f;
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[SerializeField] private float _recoveryTime = 0.4f;
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private Rigidbody2D _rb;
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private RigidbodyType2D _origBodyType;
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private float _origGravityScale;
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protected override void Awake()
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{
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base.Awake();
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_rb = GetComponentInParent<Rigidbody2D>();
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}
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protected override IEnumerator ExecuteCoroutine()
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{
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if (_rb == null) yield break;
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var atk = (_config.attackSequence != null && _config.attackSequence.Length > 0)
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? _config.attackSequence[0] : null;
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Phase = AbilityRunState.Active;
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// 切换到动态 + 恢复重力
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_origBodyType = _rb.bodyType;
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_origGravityScale = _rb.gravityScale;
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_rb.bodyType = RigidbodyType2D.Dynamic;
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_rb.gravityScale = _fallGravityScale;
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_rb.velocity = Vector2.zero;
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float t = 0f;
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while (t < _maxFallTime)
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{
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t += Time.fixedDeltaTime;
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yield return new WaitForFixedUpdate();
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if (t > 0.05f && IsGrounded()) break;
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}
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_rb.velocity = Vector2.zero;
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if (_landingHitBox != null)
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{
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_landingHitBox.Activate(atk != null ? atk.damageSource : null, _transform);
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yield return EnemyAbilityWaits.Get(_hitBoxActiveTime);
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_landingHitBox.Deactivate();
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}
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yield return EnemyAbilityWaits.Get(_recoveryTime);
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// 落地后不恢复挂顶状态(一般转为地面行为),保持动态 Rigidbody
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}
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private bool IsGrounded()
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{
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var hit = Physics2D.Raycast(_rb.position, Vector2.down, 0.6f, _groundMask);
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return hit.collider != null;
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}
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protected override void OnInterrupted(InterruptReason reason)
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{
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if (_landingHitBox != null && _landingHitBox.IsActive) _landingHitBox.Deactivate();
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// 中断时恢复 Rigidbody 原始状态,防止物理参数泄漏
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if (_rb != null)
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{
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_rb.velocity = Vector2.zero;
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_rb.bodyType = _origBodyType;
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_rb.gravityScale = _origGravityScale;
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}
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}
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}
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}
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