- 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.
57 lines
1.9 KiB
C#
57 lines
1.9 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.Boss.Patterns;
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namespace BaseGames.Enemies.AI
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{
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/// <summary>
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/// BD Action:触发攻击预警(TelegraphSystem),等待 Duration 秒后返回 Success。
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/// 对应架构 07_EnemyModule §8 BD_TelegraphAttack;与 TelegraphSystem 协作。
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/// </summary>
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[TaskName("Telegraph Attack")]
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[TaskCategory("BaseGames/Enemy/Combat")]
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[TaskDescription("播放攻击前摇动画并等待结束后返回 Success")]
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public class BD_TelegraphAttack : Action
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{
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[SerializeField] private float m_Duration = 1f;
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[SerializeField] private string m_VfxKey = "";
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private TelegraphSystem _telegraph;
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private float _elapsed;
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private Coroutine _telegraphCoroutine;
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public override void OnAwake() => _telegraph = GetComponent<TelegraphSystem>();
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public override void OnStart()
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{
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_elapsed = 0f;
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_telegraphCoroutine = null;
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if (_telegraph != null && !string.IsNullOrEmpty(m_VfxKey))
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{
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_telegraphCoroutine = _telegraph.StartCoroutine(
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_telegraph.ShowTelegraph(m_VfxKey, m_Duration, transform.position));
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}
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}
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public override TaskStatus OnUpdate()
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{
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_elapsed += Time.deltaTime;
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return _elapsed >= m_Duration ? TaskStatus.Success : TaskStatus.Running;
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}
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public override void OnEnd()
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{
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// BD 任务被 Abort 时停止仍在播放的预警协程,避免孤立 VFX
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if (_telegraphCoroutine != null)
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{
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_telegraph?.StopCoroutine(_telegraphCoroutine);
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_telegraphCoroutine = null;
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}
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}
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}
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}
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#endif
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