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

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using UnityEngine;
using BaseGames.Enemies;
namespace BaseGames.Boss
{
/// <summary>
/// Boss 自身资源(如愤怒值)运行时组件。
/// 根据 <see cref="BossResourceConfigSO"/> 配置:
/// - 每帧以 <see cref="BossResourceConfigSO.passiveRate"/> 自动积累或消耗。
/// - 受击时增加 <see cref="BossResourceConfigSO.onTakeDamageGain"/>。
/// - 技能使用时增加 <see cref="BossResourceConfigSO.onSkillUseGain"/>。
/// - 满值时若 <see cref="BossResourceConfigSO.autoTriggerOnFull"/>,自动让 BossBase 执行配置的技能。
/// </summary>
public sealed class BossResource : MonoBehaviour
{
[SerializeField] private BossResourceConfigSO _config;
[SerializeField] private BossBase _boss;
private float _currentValue;
private bool _fullTriggered;
/// <summary>当前资源值0 ~ config.maxValue。</summary>
public float CurrentValue => _currentValue;
/// <summary>当前资源值归一化0~1。</summary>
public float NormalizedValue => _config != null && _config.maxValue > 0f
? _currentValue / _config.maxValue : 0f;
private void Awake()
{
if (_boss == null) _boss = GetComponentInParent<BossBase>();
if (_config == null)
{
Debug.LogError("[BossResource] 未配置 BossResourceConfigSO。", this);
enabled = false;
return;
}
_currentValue = _config.startValue;
}
private void Update()
{
if (_config == null || !_boss.IsAlive) return;
if (_config.passiveRate != 0f)
AddValue(_config.passiveRate * Time.deltaTime);
}
// ── 外部触发 ──────────────────────────────────────────────────────────
/// <summary>Boss 受击时调用。由 BossBase.TakeDamage 覆写钩子触发。</summary>
public void OnBossTakeDamage()
{
if (_config == null) return;
AddValue(_config.onTakeDamageGain);
}
/// <summary>Boss 使用技能时调用。由 BossBase.UseBossSkill 触发。</summary>
public void OnBossUseSkill()
{
if (_config == null) return;
AddValue(_config.onSkillUseGain);
}
/// <summary>直接设置资源值(外部强制赋值,跳过满值触发)。</summary>
public void SetValue(float value)
{
_currentValue = Mathf.Clamp(value, 0f, _config != null ? _config.maxValue : float.MaxValue);
}
// ── 内部 ──────────────────────────────────────────────────────────────
private void AddValue(float delta)
{
float prev = _currentValue;
_currentValue = Mathf.Clamp(_currentValue + delta, 0f, _config.maxValue);
// 满值触发(从未满→满时只触发一次)
if (_config.autoTriggerOnFull &&
_currentValue >= _config.maxValue &&
prev < _config.maxValue &&
!_fullTriggered)
{
_fullTriggered = true;
OnReachFull();
}
if (_currentValue < _config.maxValue)
_fullTriggered = false;
}
private void OnReachFull()
{
if (_config.fullTriggerSkill == null || _boss == null) return;
_boss.UseBossSkill(_config.fullTriggerSkill.skillId);
if (_config.resetValueAfterTrigger > 0f)
_currentValue = _config.resetValueAfterTrigger;
else
_currentValue = 0f;
}
}
}