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.Abilities;
namespace BaseGames.Enemies.AI
{
/// <summary>动作:中断指定能力。</summary>
[TaskName("Interrupt Ability")]
[TaskCategory("BaseGames/Enemy/Combat")]
[TaskDescription("立即中断指定能力或全部能力")]
public sealed class BD_InterruptAbility : Action
{
[SerializeField] private string m_AbilityId = "";
[SerializeField] private InterruptReason m_Reason = InterruptReason.ExternalRequest;
private EnemyBase _enemy;
public override void OnAwake() => _enemy = gameObject.GetComponent<EnemyBase>();
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
var ab = _enemy.Abilities.Get(m_AbilityId);
if (ab == null) return TaskStatus.Failure;
ab.Interrupt(m_Reason);
return TaskStatus.Success;
}
}
}
#endif