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

@@ -1,4 +1,4 @@
#if GRAPH_DESIGNER
#if GRAPH_DESIGNER
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
@@ -9,22 +9,26 @@ namespace BaseGames.Enemies.AI
/// BD ActionBoss 切换阶段Phase
/// 调用 BossBase.EnterPhase(PhaseIndex),单帧完成,返回 Success。
/// </summary>
[TaskName("Enter Boss Phase")]
[TaskCategory("BaseGames/Enemy/Boss")]
[TaskDescription("立即切换 Boss 到目标阶段序号(单帧完成)")]
public class BD_EnterPhase : Action
{
[UnityEngine.SerializeField] private int m_PhaseIndex = 1;
private BossBase _boss;
public override void OnAwake() => _boss = GetComponent<BossBase>();
public override void OnStart()
{
_boss = GetComponent<BossBase>();
// 阶段切换是单帧操作,在 OnStart 完成OnUpdate 仅汇报结果
_boss?.EnterPhase(m_PhaseIndex);
}
public override TaskStatus OnUpdate()
{
if (_boss == null) return TaskStatus.Failure;
_boss.EnterPhase(m_PhaseIndex);
return TaskStatus.Success;
return _boss == null ? TaskStatus.Failure : TaskStatus.Success;
}
}
}