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 Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using UnityEngine;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// BD Action向半径内其他敌人广播警戒Group Alert
///
/// 返回 Success广播完成不保证命中任何敌人
///
/// 典型用法:在 BD_SetAiPhase(Chase) 之后立即调用此节点,
/// 使发现玩家的敌人将警报传播给周围同伴,实现群体索敌效果。
///
/// 半径优先使用 m_OverrideRadius若为 0 则读取 EnemyStatsSO.AlertBroadcastRadius。
/// </summary>
[TaskName("Broadcast Alert")]
[TaskCategory("BaseGames/Enemy/Perception")]
[TaskDescription("向附近的友方广播警报,使其进入 Alert 状态")]
public class BD_BroadcastAlert : Action
{
[Tooltip("广播半径m0 = 使用 EnemyStatsSO.AlertBroadcastRadius")]
[SerializeField, Min(0f)] private float m_OverrideRadius = 0f;
private EnemyBase _enemy;
public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
float r = m_OverrideRadius > 0f ? m_OverrideRadius : (_enemy.StatsSO?.AlertBroadcastRadius ?? 0f);
_enemy.AlertNearby(r);
return TaskStatus.Success;
}
}
}
#endif