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

@@ -1,22 +1,117 @@
using System;
using System.Collections;
using UnityEngine;
namespace BaseGames.Enemies
{
/// <summary>
/// 敌人移动组件(架构 07_EnemyModule §3
/// 实现:水平移动、面向目标、击退。
/// 实现:水平移动、面向目标、击退,以及导航连接段穿越(<see cref="INavLinkHandler"/>
///
/// 作为 <see cref="INavLinkHandler"/> 处理 Jump / Fall 两种 NavLink 类型:
/// - 跳跃连接Jump调用 <see cref="JumpToTarget"/> 施加物理冲量,等待落地后通知完成
/// - 下落连接Fall 水平对准目标X让重力自然下坠到达目标Y附近通知完成
/// 没有 EnemyMovement 组件(或 Jump 能力被移除)的敌人将无法通过跳跃连接,
/// 路径代价保持 TransformBasedMovement 兜底(仍可跳,但无自定义动画/物理)。
///
/// ⚠️ 使用 Rigidbody2D.velocityUnity 2022 LTS
/// </summary>
[RequireComponent(typeof(Rigidbody2D))]
public class EnemyMovement : MonoBehaviour
public class EnemyMovement : MonoBehaviour, INavLinkHandler
{
[SerializeField] private EnemyStatsSO _config;
[SerializeField] private SpriteRenderer _spriteRenderer;
[Header("导航跳跃能力INavLinkHandler")]
[Tooltip("可处理的最大跳跃垂直高度(超出则让 TBM 兜底)")]
[SerializeField] private float _navJumpMaxHeight = 6f;
[Tooltip("可处理的最大跳跃水平距离")]
[SerializeField] private float _navJumpMaxDist = 10f;
[Tooltip("地面检测射线长度(用于判断跳跃是否落地)")]
[SerializeField] private float _groundCheckDist = 0.35f;
[Tooltip("地面层 LayerMask")]
[SerializeField] private LayerMask _groundMask;
private Rigidbody2D _rb;
private int _facingDir = 1;
private Coroutine _linkCoroutine;
public bool IsGrounded { get; private set; }
/// <summary>当前朝向1 = 右,-1 = 左。</summary>
public int FacingDirection => _facingDir;
// ── INavLinkHandler ────────────────────────────────────────────
private static readonly NavLinkType[] _handledTypes =
new[] { NavLinkType.Jump, NavLinkType.Fall };
public NavLinkType[] HandledLinkTypes => _handledTypes;
public bool CanHandleLink(NavLinkType type, Vector2 linkStart, Vector2 linkEnd)
{
if (type == NavLinkType.Jump)
{
float dy = Mathf.Abs(linkEnd.y - linkStart.y);
float dx = Mathf.Abs(linkEnd.x - linkStart.x);
return dy <= _navJumpMaxHeight && dx <= _navJumpMaxDist;
}
return true; // Fall 总是可以处理
}
public void BeginLinkTraversal(NavLinkType type, Vector2 linkStart, Vector2 linkEnd, Action onComplete)
{
if (_linkCoroutine != null) StopCoroutine(_linkCoroutine);
_linkCoroutine = type == NavLinkType.Jump
? StartCoroutine(JumpLinkCoroutine(linkStart, linkEnd, onComplete))
: StartCoroutine(FallLinkCoroutine(linkStart, linkEnd, onComplete));
}
public void AbortLinkTraversal()
{
if (_linkCoroutine != null) { StopCoroutine(_linkCoroutine); _linkCoroutine = null; }
StopHorizontal();
}
private IEnumerator JumpLinkCoroutine(Vector2 start, Vector2 end, Action onComplete)
{
JumpToTarget(end);
yield return null; // 等一帧让 velocity 生效
// 等待离地后落地(超时 3s 防死锁)
float timer = 0f;
bool leftGround = false;
while (timer < 3f)
{
timer += Time.fixedDeltaTime;
yield return new WaitForFixedUpdate();
if (!leftGround && !IsGroundedCheck()) { leftGround = true; }
if (leftGround && IsGroundedCheck()) break;
}
StopHorizontal();
_linkCoroutine = null;
onComplete?.Invoke();
}
private IEnumerator FallLinkCoroutine(Vector2 start, Vector2 end, Action onComplete)
{
// 水平对准目标
float dx = end.x - (float)transform.position.x;
if (Mathf.Abs(dx) > 0.15f) MoveHorizontal(Mathf.Sign(dx));
// 等待接近目标Y重力驱动下落
float timer = 0f;
while (timer < 3f)
{
timer += Time.fixedDeltaTime;
yield return new WaitForFixedUpdate();
if (IsGroundedCheck() && Mathf.Abs(_rb.position.y - end.y) < 0.6f) break;
}
StopHorizontal();
_linkCoroutine = null;
onComplete?.Invoke();
}
private bool IsGroundedCheck() =>
Physics2D.Raycast(_rb.position, Vector2.down, _groundCheckDist, _groundMask);
private void Awake()
{
@@ -24,6 +119,11 @@ namespace BaseGames.Enemies
_rb = GetComponent<Rigidbody2D>();
}
private void FixedUpdate()
{
IsGrounded = IsGroundedCheck();
}
/// <summary>按 SO 配置速度水平移动。dir: +1 右 / -1 左 / 0 停止。</summary>
public void MoveHorizontal(float dir)
{
@@ -53,6 +153,20 @@ namespace BaseGames.Enemies
_rb.velocity = dir.normalized * force;
}
/// <summary>
/// 击飞冲量:向上 + 沿受击反方向水平。
/// sourceDir 为伤害来源朝向(通常是 DamageInfo.KnockbackDirection横向取其反方向。
/// </summary>
/// <param name="sourceDir">来袭方向(已归一化)</param>
/// <param name="horzForce">水平冲量大小</param>
/// <param name="upForce">纵向冲量大小</param>
public void LaunchKnockup(Vector2 sourceDir, float horzForce, float upForce)
{
if (_rb == null) return;
float horzSign = sourceDir.x >= 0f ? -1f : 1f; // 反方向弹飞
_rb.velocity = new Vector2(horzSign * horzForce, upForce);
}
public void StopHorizontal()
{
var vel = _rb.velocity;