- 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.
33 lines
1.1 KiB
C#
33 lines
1.1 KiB
C#
#if GRAPH_DESIGNER
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using UnityEngine;
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
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using BaseGames.Enemies.Abilities;
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namespace BaseGames.Enemies.AI
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{
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/// <summary>动作:中断指定能力。</summary>
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[TaskName("Interrupt Ability")]
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[TaskCategory("BaseGames/Enemy/Combat")]
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[TaskDescription("立即中断指定能力或全部能力")]
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public sealed class BD_InterruptAbility : Action
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{
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[SerializeField] private string m_AbilityId = "";
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[SerializeField] private InterruptReason m_Reason = InterruptReason.ExternalRequest;
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private EnemyBase _enemy;
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public override void OnAwake() => _enemy = gameObject.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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var ab = _enemy.Abilities.Get(m_AbilityId);
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if (ab == null) return TaskStatus.Failure;
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ab.Interrupt(m_Reason);
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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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