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 UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
@@ -9,21 +9,18 @@ namespace BaseGames.Enemies.AI
/// <summary>
/// BD Action立即朝向玩家单帧完成返回 Success。
/// </summary>
[TaskName("Face Target")]
[TaskCategory("BaseGames/Enemy/Animation")]
[TaskDescription("立即朝向目标 Transform 或玩家,单帧返回 Success")]
public class BD_FaceTarget : Action
{
private EnemyBase _enemy;
private Transform _player;
private EnemyBase _enemy;
public override void OnStart()
{
_enemy = GetComponent<EnemyBase>();
var go = GameObject.FindWithTag("Player");
_player = go != null ? go.transform : null;
}
public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
public override TaskStatus OnUpdate()
{
if (_enemy == null || _player == null) return TaskStatus.Failure;
if (_enemy == null) return TaskStatus.Failure;
_enemy.FacePlayer();
return TaskStatus.Success;
}