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;
@@ -12,28 +12,40 @@ namespace BaseGames.Enemies.AI
/// BD ActionBoss 专用召唤小兵。
/// 通过 GlobalObjectPool 在 Boss 周围生成 MinionPrefabKey 对应的敌人。
/// </summary>
[TaskName("Summon Minions")]
[TaskCategory("BaseGames/Enemy/Boss")]
[TaskDescription("在指定位置生成小怪预制体(支持延迟和数量配置)")]
public class BD_SummonMinions : Action
{
[Header("召唤配置")]
[Tooltip("对象池 Key对应 PoolRegistry 中注册的小怪预制体。")]
[SerializeField] private string m_MinionPrefabKey = "";
[Tooltip("单次召唤的小兵数量。")]
[Min(1)]
[SerializeField] private int m_Count = 2;
[Tooltip("小兵生成位置距 Boss 中心的横向散开半径m。")]
[Min(0.1f)]
[SerializeField] private float m_SpawnRadius = 3f;
// 延迟缓存:首次调用时解析,避免每帧服务定位开销
private IObjectPoolService _pool;
public override TaskStatus OnUpdate()
{
if (string.IsNullOrEmpty(m_MinionPrefabKey)) return TaskStatus.Failure;
var pool = ServiceLocator.GetOrDefault<IObjectPoolService>();
if (pool == null) return TaskStatus.Failure;
_pool ??= ServiceLocator.GetOrDefault<IObjectPoolService>();
if (_pool == null) return TaskStatus.Failure;
for (int i = 0; i < m_Count; i++)
{
var angle = Random.Range(0f, 360f) * Mathf.Deg2Rad;
var offset = new Vector2(Mathf.Cos(angle), 0f) * m_SpawnRadius;
var spawnPos = new Vector3(
float angleRad = (i / (float)m_Count) * Mathf.PI * 2f;
var offset = new Vector2(Mathf.Cos(angleRad), 0f) * m_SpawnRadius;
var spawnPos = new Vector3(
transform.position.x + offset.x,
transform.position.y + offset.y,
transform.position.y,
0f);
pool.Spawn(m_MinionPrefabKey, spawnPos, Quaternion.identity);
_pool.Spawn(m_MinionPrefabKey, spawnPos, Quaternion.identity);
}
return TaskStatus.Success;