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.Conditionals;
using BaseGames.Enemies;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// 条件NavAgent 当前是否正在穿越连接段(跳跃/下落/爬梯/传送等)。
/// 可选过滤具体连接类型(填 None = 任意类型均匹配)。
/// </summary>
[TaskName("Is On NavLink?")]
[TaskCategory("BaseGames/Enemy/State")]
[TaskDescription("检查 NavAgent 当前是否正在穿越 NavLink如跳跃传送门")]
public sealed class BD_IsOnNavLink : Conditional
{
[Tooltip("填 None 匹配任意类型;填具体类型则只在该类型时 Success。")]
[SerializeField] private NavLinkType m_FilterType = NavLinkType.None;
private EnemyBase _enemy;
public override void OnAwake() => _enemy = gameObject.GetComponent<EnemyBase>();
public override TaskStatus OnUpdate()
{
if (_enemy?.Nav == null) return TaskStatus.Failure;
if (!_enemy.Nav.IsOnLink) return TaskStatus.Failure;
if (m_FilterType != NavLinkType.None && _enemy.Nav.CurrentLinkType != m_FilterType)
return TaskStatus.Failure;
return TaskStatus.Success;
}
}
}
#endif