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

View File

@@ -0,0 +1,41 @@
#if GRAPH_DESIGNER
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Conditionals;
using UnityEngine;
using BaseGames.Boss;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// BD Conditional检查 Boss 技能是否冷却就绪。
/// 支持拖拽 BossSkillSO 或直接填写 skillId 字符串SO 优先)。
/// </summary>
[TaskName("Can Use Boss Skill?")]
[TaskCategory("BaseGames/Enemy/Boss")]
[TaskDescription("检查指定 Boss 技能是否在当前阶段可用且冷却就绪")]
public class BD_CanUseBossSkill : Conditional
{
[SerializeField] private BossSkillSO m_SkillSO;
[SerializeField] private string m_SkillId;
private BossBase _boss;
private BossSkillExecutor _executor;
public override void OnAwake()
{
_boss = GetComponent<BossBase>();
_executor = GetComponentInChildren<BossSkillExecutor>();
}
public override TaskStatus OnUpdate()
{
if (_executor == null) return TaskStatus.Failure;
string id = m_SkillSO != null ? m_SkillSO.skillId : m_SkillId;
if (string.IsNullOrEmpty(id)) return TaskStatus.Failure;
return _executor.CanUseSkill(id) ? TaskStatus.Success : TaskStatus.Failure;
}
}
}
#endif