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.Actions;
using BaseGames.Enemies;
using BaseGames.Enemies.Abilities;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// BD Action强制切换敌人到指定 EnemyStateType并中断所有正在执行的能力。
/// 单帧完成,立即返回 Success。
///
/// 典型用法:
/// - 进入 Stagger 状态后重置为 Idle替代手动停止动画
/// - 技能打断后显式回到 Controlled 状态
/// </summary>
[TaskName("Set State")]
[TaskCategory("BaseGames/Enemy/State")]
[TaskDescription("强制切换敌人物理/战斗状态ForceState")]
public class BD_SetState : Action
{
[Tooltip("切换到的目标状态")]
[SerializeField] private EnemyStateType m_TargetState = EnemyStateType.Controlled;
[Tooltip("切换状态时同时中断所有正在执行的能力")]
[SerializeField] private bool m_InterruptAbilities = true;
private EnemyBase _enemy;
public override void OnAwake() => _enemy = GetComponent<EnemyBase>();
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
if (m_InterruptAbilities)
_enemy.Abilities?.InterruptAll(InterruptReason.ExternalRequest);
_enemy.ForceState(m_TargetState);
return TaskStatus.Success;
}
}
}
#endif