- 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.
90 lines
2.9 KiB
C#
90 lines
2.9 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using Micosmo.SensorToolkit;
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namespace BaseGames.Enemies.Perception
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{
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/// <summary>
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/// 敌人感知 Hub(架构 07_EnemyModule §9)。
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/// 集中暴露挂载在敌人 Prefab 上的各种 SensorToolkit Sensor,BD 任务通过
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/// 字符串槽位查询,避免在 BD 任务 Inspector 中拖具体 Sensor 引用。
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///
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/// 典型槽位命名约定:
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/// - "aggro" : RangeSensor2D,玩家入侵警戒圈
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/// - "attack_melee" : RangeSensor2D,近战触发距离
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/// - "attack_range" : RangeSensor2D,远程触发距离
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/// - "los" : LOSSensor2D,视线
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/// - "wall_ahead" : RaySensor2D,前方墙体检测
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/// - "ledge" : RaySensor2D,前方悬崖检测
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/// </summary>
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[DisallowMultipleComponent]
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public sealed class EnemySensorHub : MonoBehaviour, IPerceptionSystem
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{
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[System.Serializable]
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public struct SensorSlot
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{
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public string slotName;
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public Sensor sensor;
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}
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[SerializeField] private SensorSlot[] _slots;
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private Dictionary<string, Sensor> _map;
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private void Awake()
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{
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_map = new Dictionary<string, Sensor>(_slots?.Length ?? 0);
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if (_slots == null) return;
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for (int i = 0; i < _slots.Length; i++)
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{
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var s = _slots[i];
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if (s.sensor != null && !string.IsNullOrEmpty(s.slotName))
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_map[s.slotName] = s.sensor;
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}
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}
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public Sensor Get(string slotName)
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{
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if (_map == null || string.IsNullOrEmpty(slotName)) return null;
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_map.TryGetValue(slotName, out var s);
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return s;
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}
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public bool IsDetecting(string slotName, GameObject target)
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{
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var s = Get(slotName);
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return s != null && target != null && s.IsDetected(target);
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}
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public bool HasAnyDetection(string slotName)
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{
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var s = Get(slotName);
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if (s == null) return false;
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foreach (var _ in s.Detections) return true;
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return false;
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}
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public GameObject GetFirstDetection(string slotName)
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{
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var s = Get(slotName);
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if (s == null) return null;
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foreach (var go in s.Detections) return go;
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return null;
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}
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/// <summary>
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/// 暂停或恢复所有插槽的 Sensor。
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/// 当敌人超出 QuotaManager 活跃范围时调用(关闭),归入活跃范围时恢复(开启)。
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/// </summary>
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public void SetSuspended(bool suspended)
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{
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if (_slots == null) return;
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for (int i = 0; i < _slots.Length; i++)
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{
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var sensor = _slots[i].sensor;
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if (sensor != null) sensor.enabled = !suspended;
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}
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}
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}
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}
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