- 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.
43 lines
1.1 KiB
C#
43 lines
1.1 KiB
C#
#if GRAPH_DESIGNER
|
||
using UnityEngine;
|
||
using Opsive.BehaviorDesigner.Runtime.Tasks;
|
||
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
|
||
using BaseGames.Enemies;
|
||
|
||
namespace BaseGames.Enemies.AI
|
||
{
|
||
/// <summary>
|
||
/// BD Action:移动到指定世界坐标 Target。
|
||
/// 到达目标(IsAtDestination)后返回 Success。
|
||
/// </summary>
|
||
[TaskName("Move To")]
|
||
[TaskCategory("BaseGames/Enemy/Movement")]
|
||
[TaskDescription("导航到目标 Transform 或世界坐标点;到达返回 Success")]
|
||
public class BD_MoveTo : Action
|
||
{
|
||
[SerializeField] private Vector2 m_Target;
|
||
|
||
private EnemyBase _enemy;
|
||
|
||
public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
|
||
|
||
public override TaskStatus OnUpdate()
|
||
{
|
||
if (_enemy == null) return TaskStatus.Failure;
|
||
|
||
_enemy.MoveTo(m_Target);
|
||
|
||
if (_enemy.Nav != null && _enemy.Nav.IsAtDestination())
|
||
return TaskStatus.Success;
|
||
|
||
return TaskStatus.Running;
|
||
}
|
||
|
||
public override void OnEnd()
|
||
{
|
||
_enemy?.StopMovement();
|
||
}
|
||
}
|
||
}
|
||
#endif
|