- 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.
40 lines
1.4 KiB
C#
40 lines
1.4 KiB
C#
#if GRAPH_DESIGNER
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
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using UnityEngine;
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namespace BaseGames.Enemies.AI
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{
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/// <summary>
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/// BD Action:向半径内其他敌人广播警戒(Group Alert)。
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///
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/// 返回 Success:广播完成(不保证命中任何敌人)。
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///
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/// 典型用法:在 BD_SetAiPhase(Chase) 之后立即调用此节点,
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/// 使发现玩家的敌人将警报传播给周围同伴,实现群体索敌效果。
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///
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/// 半径优先使用 m_OverrideRadius;若为 0 则读取 EnemyStatsSO.AlertBroadcastRadius。
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/// </summary>
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[TaskName("Broadcast Alert")]
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[TaskCategory("BaseGames/Enemy/Perception")]
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[TaskDescription("向附近的友方广播警报,使其进入 Alert 状态")]
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public class BD_BroadcastAlert : Action
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{
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[Tooltip("广播半径(m);0 = 使用 EnemyStatsSO.AlertBroadcastRadius")]
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[SerializeField, Min(0f)] private float m_OverrideRadius = 0f;
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private EnemyBase _enemy;
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public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
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public override TaskStatus OnUpdate()
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{
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if (_enemy == null) return TaskStatus.Failure;
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float r = m_OverrideRadius > 0f ? m_OverrideRadius : (_enemy.StatsSO?.AlertBroadcastRadius ?? 0f);
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_enemy.AlertNearby(r);
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return TaskStatus.Success;
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}
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}
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}
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#endif
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