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

@@ -1,32 +1,57 @@
#if GRAPH_DESIGNER
#if GRAPH_DESIGNER
using UnityEngine;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using BaseGames.Enemies;
using UnityEngine;
using BaseGames.Enemies.Perception;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// BD Action敌人巡逻行为
/// 持续令敌人向当前朝向移动,遇墙/边缘时自动转向。
/// BD Action来回踱步巡逻——持续向当前方向移动,遇墙或悬崖时自动翻转方向
///
/// 若需要按预设路点顺序巡逻,请使用 <see cref="BD_PatrolWaypoints"/>(支持 Transform 引用和内联坐标)。
///
/// 转向检测优先级:
/// <list type="number">
/// <item>EnemySensorHub "wall_ahead" / "ledge" 槽SensorToolkit已配置时使用</item>
/// <item>Physics2D Raycast 兜底Prefab 未配置 Sensor 时自动启用)</item>
/// </list>
/// </summary>
[TaskName("Patrol (Pace)")]
[TaskCategory("BaseGames/Enemy/Movement")]
[TaskDescription("来回踱步巡逻遇墙或悬崖自动翻转方向SensorToolkit 优先)")]
public class BD_Patrol : Action
{
[Tooltip("检测地面边缘的向下射线长度")]
[Tooltip("(兜底)检测地面边缘的向下射线长度m")]
public float edgeCheckLength = 1.2f;
[Tooltip("检测障碍物的水平射线长度")]
[Tooltip("(兜底)检测障碍物的水平射线长度m")]
public float wallCheckLength = 0.4f;
[Tooltip("地面/墙壁 LayerMask")]
[Tooltip("兜底边缘检测射线起点相对角色的前向偏移m")]
public float edgeCheckFwdOffset = 0.3f;
[Tooltip("兜底边缘检测射线起点相对角色的向下偏移m")]
public float edgeCheckDownOffset = 0.1f;
[Tooltip("(兜底)地面/墙壁 LayerMask")]
public LayerMask groundLayer;
private EnemyBase _enemy;
private float _dir = 1f;
private EnemyBase _enemy;
private EnemySensorHub _hub;
private float _dir = 1f;
public override void OnStart()
// 缓存SensorHub 中对应槽位是否已配置Awake 时查询一次,避免每帧 Dictionary 查找)
private bool _hasWallSensor;
private bool _hasEdgeSensor;
public override void OnAwake()
{
_enemy = GetComponent<EnemyBase>();
_enemy = GetComponent<EnemyBase>();
_hub = GetComponent<EnemySensorHub>();
_hasWallSensor = _hub != null && _hub.Get(SensorSlotNames.WallAhead) != null;
_hasEdgeSensor = _hub != null && _hub.Get(SensorSlotNames.Ledge) != null;
}
public override void OnStart() => _enemy?.SetAiPhase(AiPhase.Patrol);
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
@@ -38,27 +63,33 @@ namespace BaseGames.Enemies.AI
return TaskStatus.Running;
}
public override void OnEnd()
{
_enemy?.StopMovement();
}
public override void OnEnd() => _enemy?.StopMovement();
private bool ShouldFlip()
{
Transform t = _enemy.transform;
Vector2 pos = t.position;
if (_hub != null)
{
// 有传感器配置:用传感器结果,完全跳过 Raycast
if (_hasWallSensor || _hasEdgeSensor)
{
bool wallHit = _hasWallSensor && _hub.HasAnyDetection(SensorSlotNames.WallAhead);
bool edgeHit = _hasEdgeSensor && _hub.HasAnyDetection(SensorSlotNames.Ledge);
return wallHit || edgeHit;
}
}
// 前方边缘检测:在脚前方向下射线,若无地面则转向
Vector2 edgeOrigin = pos + Vector2.right * (_dir * 0.3f) + Vector2.down * 0.1f;
// Raycast 兜底:仅在未配置 Sensor 时执行
Transform t = _enemy.transform;
Vector2 pos = t.position;
Vector2 edgeOrigin = pos + Vector2.right * (_dir * edgeCheckFwdOffset) + Vector2.down * edgeCheckDownOffset;
bool hasGround = Physics2D.Raycast(edgeOrigin, Vector2.down, edgeCheckLength, groundLayer);
if (!hasGround) return true;
// 前方障碍检测:水平射线,若撞墙则转向
bool hitWall = Physics2D.Raycast(pos, Vector2.right * _dir, wallCheckLength, groundLayer);
if (hitWall) return true;
return false;
return hitWall;
}
}
}
#endif