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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namespace BaseGames.Enemies
{
/// <summary>
/// 敌人 AI 行为阶段枚举(独立于 EnemyStateType 的物理/战斗状态)。
///
/// 两套状态正交关系:
/// - <see cref="EnemyStateType"/>:受击/击飞/死亡等物理事件驱动的瞬时状态。
/// - <see cref="AiPhase"/>:行为树主动切换的持续阶段,反映 AI 当前的战术意图。
///
/// 典型切换路径:
/// <code>
/// Idle / Patrol
/// → [感知触发] → Alert短暂警觉动作
/// → Chase追击
/// → Combat攻击范围内
/// ↓ 丢失视线超时
/// → Investigate前往最后可见位置搜查
/// ↓ 搜查完成或超出范围
/// → ReturnHome归位→ Patrol
/// </code>
/// </summary>
public enum AiPhase
{
/// <summary>未激活,静止或播放待机循环动画。</summary>
Idle,
/// <summary>沿路点或随机目的地正常巡逻,无感知威胁。</summary>
Patrol,
/// <summary>感知到威胁后的短暂警觉过渡阶段,通常播放抬头/发现动作后进入 Chase。</summary>
Alert,
/// <summary>全力追击玩家,使用奔跑速度。</summary>
Chase,
/// <summary>玩家在攻击距离内,准备或正在执行攻击。</summary>
Combat,
/// <summary>丢失目标后前往最后可见坐标搜查,若无发现则切 ReturnHome 或 Patrol。</summary>
Investigate,
/// <summary>超出追击范围或搜查结束后归位到初始位置。</summary>
ReturnHome,
}
}