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.Actions;
using BaseGames.Enemies;
@@ -8,14 +8,14 @@ namespace BaseGames.Enemies.AI
/// <summary>
/// BD Action设置警觉状态并通知 EnemyBase 调整 BT Tick 频率。
/// </summary>
[TaskName("Set Alert Tick Rate")]
[TaskCategory("BaseGames/Enemy/Perception")]
[TaskDescription("切换行为树 Tick 频率:警觉时高频,巡逻时低频")]
public class BD_SetAlert : Action
{
private EnemyBase _enemy;
public override void OnStart()
{
_enemy = GetComponent<EnemyBase>();
}
public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
public override TaskStatus OnUpdate()
{