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.Conditionals;
using BaseGames.Enemies;
@@ -9,22 +9,24 @@ namespace BaseGames.Enemies.AI
/// BD ConditionalBoss HP 是否低于阈值(用于触发阶段切换)。
/// HPThreshold 为 0~1 归一化比例(如 0.5 = HP ≤ 50%)。
/// </summary>
[TaskName("Is HP Below Threshold?")]
[TaskCategory("BaseGames/Enemy/State")]
[TaskDescription("检查当前 HP 是否低于指定百分比阈值")]
public class BD_IsHPBelow : Conditional
{
[UnityEngine.Range(0f, 1f)]
[UnityEngine.SerializeField] private float m_HPThreshold = 0.5f;
private EnemyBase _enemy;
public override void OnStart()
{
_enemy = GetComponent<EnemyBase>();
}
public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
public override TaskStatus OnUpdate()
{
if (_enemy == null || _enemy.Stats == null) return TaskStatus.Failure;
float ratio = (float)_enemy.Stats.CurrentHP / _enemy.Stats.MaxHP;
float maxHP = UnityEngine.Mathf.Max(1f, _enemy.Stats.MaxHP);
float ratio = (float)_enemy.Stats.CurrentHP / maxHP;
return ratio <= m_HPThreshold ? TaskStatus.Success : TaskStatus.Failure;
}
}