- 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.
32 lines
898 B
C#
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
|