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.Boss;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// 触发 Boss 技能。OnStart 调用 BossBase.UseBossSkill(skillId)OnUpdate 等待技能结束。
/// 失败条件:非 Boss 敌人、技能 ID 无效、BossSkillExecutor 未就绪或技能执行中。
/// </summary>
[TaskName("Use Boss Skill")]
[TaskCategory("BaseGames/Enemy/Boss")]
[TaskDescription("通过技能 ID 执行 Boss 指定技能")]
public sealed class BD_UseBossSkill : Action
{
[SerializeField] private string m_SkillId = "";
[Tooltip("可选:直接拖拽 BossSkillSO 资产以替代裸字符串(优先于 m_SkillId")]
[SerializeField] private BossSkillSO m_SkillSO;
private BossBase _boss;
private bool _startedSuccessfully;
public override void OnAwake()
{
_boss = gameObject.GetComponent<BossBase>();
}
public override void OnStart()
{
_startedSuccessfully = false;
if (_boss == null) return;
string id = m_SkillSO != null ? m_SkillSO.skillId : m_SkillId;
if (string.IsNullOrEmpty(id)) return;
_startedSuccessfully = _boss.UseBossSkill(id);
}
public override TaskStatus OnUpdate()
{
if (!_startedSuccessfully || _boss == null) return TaskStatus.Failure;
return _boss.IsBossSkillExecuting ? TaskStatus.Running : TaskStatus.Success;
}
public override void OnEnd()
{
_startedSuccessfully = false;
}
}
}
#endif