- 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.
37 lines
1.1 KiB
C#
37 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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namespace BaseGames.Enemies.AI
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{
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/// <summary>
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/// BD Action:在 [Min, Max] 范围内随机等待后返回 Success。
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/// 适用于巡逻间隔、随机攻击延迟等自然行为。
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/// </summary>
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[TaskName("Wait (Random)")]
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[TaskCategory("BaseGames/Enemy/Utility")]
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[TaskDescription("在 Min~Max 范围内随机等待后返回 Success")]
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public class BD_WaitRandom : Action
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{
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[UnityEngine.SerializeField] private float m_Min = 0.5f;
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[UnityEngine.SerializeField] private float m_Max = 2.0f;
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private float _elapsed;
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private float _target;
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public override void OnStart()
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{
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_elapsed = 0f;
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_target = Random.Range(m_Min, m_Max);
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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 >= _target ? TaskStatus.Success : TaskStatus.Running;
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}
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}
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}
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#endif
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