Files
zeling_v2/Assets/_Game/Scripts/Enemies/AI/BD_Attack.cs
T
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

32 lines
898 B
C#

#if GRAPH_DESIGNER
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// BD Action:发动攻击。
/// CanAttack() 检查通过后调用 BeginAttack,立即返回 Success。
/// </summary>
[TaskName("Attack")]
[TaskCategory("BaseGames/Enemy/Combat")]
[TaskDescription("执行近战攻击(单段或连击序列)")]
public class BD_Attack : Action
{
private EnemyBase _enemy;
public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
public override TaskStatus OnUpdate()
{
if (_enemy == null || !_enemy.CanAttack())
return TaskStatus.Failure;
_enemy.BeginAttack(AttackType.Melee);
return TaskStatus.Success;
}
}
}
#endif