feat: Implement Room Streaming System

- 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.
This commit is contained in:
2026-05-23 19:10:29 +08:00
parent 81c326af53
commit a1b4e629aa
165 changed files with 7904 additions and 313 deletions

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#if GRAPH_DESIGNER
using UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// BD Action启动 Boss 阶段过渡演出(无敌帧 + 可选定格),等待过渡完成后返回 Success。
///
/// 返回 Running过渡演出进行中BossBase.IsPhaseTransitioning = true
/// 返回 Success过渡完成已切换到目标阶段。
/// 返回 FailureBossBase 组件不存在。
///
/// 典型 BT 用法:
/// Sequence [ BD_IsHPBelow(0.5) → BD_BossPhaseTransition(Phase=1, Duration=1.5) → ... ]
/// </summary>
[TaskName("Boss Phase Transition")]
[TaskCategory("BaseGames/Enemy/Boss")]
[TaskDescription("触发 Boss 阶段过渡演出(无敌 + 动画 + 广播事件)")]
public class BD_BossPhaseTransition : Action
{
[Tooltip("切换到的目标阶段索引")]
[SerializeField] private int m_TargetPhase = 1;
[Tooltip("无敌帧 + 过渡演出持续时间(秒)")]
[SerializeField, Min(0f)] private float m_InvincibleDuration = 1.5f;
private BossBase _boss;
private bool _started;
public override void OnAwake() => _boss = GetComponent<BossBase>();
public override void OnStart()
{
_started = false;
}
public override TaskStatus OnUpdate()
{
if (_boss == null) return TaskStatus.Failure;
if (!_started)
{
_boss.BeginPhaseTransition(m_TargetPhase, m_InvincibleDuration);
_started = true;
}
return _boss.IsPhaseTransitioning ? TaskStatus.Running : TaskStatus.Success;
}
}
}
#endif