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.Abilities;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// 通用触发能力。OnStart 调用 ability.Execute()OnUpdate 等待结束。
/// 失败条件:能力不存在、能力 CanUse=false 或 Execute 返回 false。
/// </summary>
[TaskName("Use Ability")]
[TaskCategory("BaseGames/Enemy/Combat")]
[TaskDescription("触发指定能力(拖拽 EnemyAbilitySO 或填写 ID等待执行结束")]
public sealed class BD_UseAbility : Action
{
[Tooltip("可直接拖拽 EnemyAbilitySO 资产(推荐),或填写裸字符串 ID 作为兜底")]
[SerializeField] private EnemyAbilitySO m_AbilitySO;
[SerializeField] private string m_AbilityId = "";
private EnemyBase _enemy;
private EnemyAbilityBase _ability;
private bool _startedSuccessfully;
public override void OnAwake()
{
_enemy = gameObject.GetComponent<EnemyBase>();
}
public override void OnStart()
{
_startedSuccessfully = false;
if (_enemy == null) return;
// SO 拖拽优先;裸字符串兜底
string id = m_AbilitySO != null ? m_AbilitySO.abilityId : m_AbilityId;
if (string.IsNullOrEmpty(id)) return;
_ability = _enemy.Abilities.Get(id);
if (_ability == null) return;
_startedSuccessfully = _ability.Execute();
}
public override TaskStatus OnUpdate()
{
if (!_startedSuccessfully || _ability == null) return TaskStatus.Failure;
return _ability.IsRunning ? TaskStatus.Running : TaskStatus.Success;
}
public override void OnEnd()
{
_ability = null;
_startedSuccessfully = false;
}
}
}
#endif