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;
namespace BaseGames.Enemies.AI
{
/// <summary>
/// 动作:随机游走(调用 NavAgent.SetRandomDestination
/// 到达目的地后立即选下一个随机点,持续 Running。
/// 常用于巡逻 fallback 或无路点的小怪。
/// </summary>
[TaskName("Walk Random")]
[TaskCategory("BaseGames/Enemy/Movement")]
[TaskDescription("随机游走:持续选取随机目的地导航(常用于待机巡逻兜底)")]
public sealed class BD_WalkRandom : Action
{
[Tooltip("尝试选取随机点的次数")]
[SerializeField] private int m_RetryCount = 5;
private EnemyBase _enemy;
public override void OnAwake() => _enemy = gameObject.GetComponent<EnemyBase>();
public override void OnStart() => TryWalk();
public override TaskStatus OnUpdate()
{
if (_enemy == null) return TaskStatus.Failure;
if (_enemy.Nav.IsAtDestination()) TryWalk();
return TaskStatus.Running;
}
public override void OnEnd() => _enemy?.StopMovement();
private void TryWalk()
{
for (int i = 0; i < m_RetryCount; i++)
if (_enemy.Nav.WalkToRandom()) break;
}
}
}
#endif