- 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.
43 lines
1.4 KiB
C#
43 lines
1.4 KiB
C#
#if GRAPH_DESIGNER
|
|
using UnityEngine;
|
|
using Opsive.BehaviorDesigner.Runtime.Tasks;
|
|
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
|
|
using BaseGames.Core;
|
|
using BaseGames.Core.Pool;
|
|
|
|
namespace BaseGames.Enemies.AI
|
|
{
|
|
/// <summary>
|
|
/// BD Action:在敌人当前位置生成弹射物。
|
|
/// ProjectileKey 为 Addressable 键,通过 GlobalObjectPool 实例化。
|
|
/// </summary>
|
|
[TaskName("Spawn Projectile")]
|
|
[TaskCategory("BaseGames/Enemy/Utility")]
|
|
[TaskDescription("在指定位置生成投射物并赋予初速度")]
|
|
public class BD_SpawnProjectile : Action
|
|
{
|
|
[SerializeField] private Vector2 m_Direction = Vector2.right;
|
|
[SerializeField] private string m_ProjectileKey = "";
|
|
[SerializeField] private float m_Speed = 8f;
|
|
|
|
public override TaskStatus OnUpdate()
|
|
{
|
|
if (string.IsNullOrEmpty(m_ProjectileKey)) return TaskStatus.Failure;
|
|
|
|
var pool = ServiceLocator.GetOrDefault<IObjectPoolService>();
|
|
if (pool == null) return TaskStatus.Failure;
|
|
|
|
var go = pool.Spawn(m_ProjectileKey, transform.position, Quaternion.identity);
|
|
if (go != null)
|
|
{
|
|
var rb = go.GetComponent<Rigidbody2D>();
|
|
if (rb != null)
|
|
rb.velocity = m_Direction.normalized * m_Speed;
|
|
}
|
|
|
|
return TaskStatus.Success;
|
|
}
|
|
}
|
|
}
|
|
#endif
|