Files
zeling_v2/Assets/_Game/Scripts/Enemies/AI/BD_OnParried.cs
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

31 lines
1.1 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
#if GRAPH_DESIGNER
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// BD Conditional Task检查敌人本次 BT Tick 内是否发生了弹反事件。
///
/// 返回 <c>Success</c> 时同时清除标志(每次弹反只触发一次响应分支)。
/// 典型用法:在 BD 树根部优先分支放置此条件,触发时执行受击硬直 / 反制动画等子树。
/// </summary>
[TaskName("On Parried?")]
[TaskCategory("BaseGames/Enemy/Utility")]
[TaskDescription("检查上一次攻击是否被玩家格挡(用于 Boss 反制逻辑)")]
public class BD_OnParried : Conditional
{
private EnemyBase _enemy;
public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
return _enemy.ConsumeParryEvent() ? TaskStatus.Success : TaskStatus.Failure;
}
}
}
#endif