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;
@@ -11,6 +11,9 @@ namespace BaseGames.Enemies.AI
/// BD Action在敌人当前位置生成弹射物。
/// ProjectileKey 为 Addressable 键,通过 GlobalObjectPool 实例化。
/// </summary>
[TaskName("Spawn Projectile")]
[TaskCategory("BaseGames/Enemy/Utility")]
[TaskDescription("在指定位置生成投射物并赋予初速度")]
public class BD_SpawnProjectile : Action
{
[SerializeField] private Vector2 m_Direction = Vector2.right;