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;
@@ -10,16 +10,16 @@ namespace BaseGames.Enemies.AI
/// BD Action移动到指定世界坐标 Target。
/// 到达目标IsAtDestination后返回 Success。
/// </summary>
[TaskName("Move To")]
[TaskCategory("BaseGames/Enemy/Movement")]
[TaskDescription("导航到目标 Transform 或世界坐标点;到达返回 Success")]
public class BD_MoveTo : Action
{
[SerializeField] private Vector2 m_Target;
private EnemyBase _enemy;
public override void OnStart()
{
_enemy = GetComponent<EnemyBase>();
}
public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
public override TaskStatus OnUpdate()
{