- 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.
54 lines
1.7 KiB
C#
54 lines
1.7 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.Boss;
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namespace BaseGames.Enemies.AI
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{
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/// <summary>
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/// 触发 Boss 技能。OnStart 调用 BossBase.UseBossSkill(skillId),OnUpdate 等待技能结束。
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/// 失败条件:非 Boss 敌人、技能 ID 无效、BossSkillExecutor 未就绪或技能执行中。
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/// </summary>
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[TaskName("Use Boss Skill")]
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[TaskCategory("BaseGames/Enemy/Boss")]
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[TaskDescription("通过技能 ID 执行 Boss 指定技能")]
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public sealed class BD_UseBossSkill : Action
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{
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[SerializeField] private string m_SkillId = "";
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[Tooltip("可选:直接拖拽 BossSkillSO 资产以替代裸字符串(优先于 m_SkillId)")]
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[SerializeField] private BossSkillSO m_SkillSO;
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private BossBase _boss;
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private bool _startedSuccessfully;
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public override void OnAwake()
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{
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_boss = gameObject.GetComponent<BossBase>();
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}
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public override void OnStart()
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{
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_startedSuccessfully = false;
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if (_boss == null) return;
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string id = m_SkillSO != null ? m_SkillSO.skillId : m_SkillId;
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if (string.IsNullOrEmpty(id)) return;
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_startedSuccessfully = _boss.UseBossSkill(id);
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}
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public override TaskStatus OnUpdate()
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{
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if (!_startedSuccessfully || _boss == null) return TaskStatus.Failure;
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return _boss.IsBossSkillExecuting ? TaskStatus.Running : TaskStatus.Success;
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}
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public override void OnEnd()
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{
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_startedSuccessfully = false;
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}
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}
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}
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#endif
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