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.Perception
{
/// <summary>
/// <see cref="EnemySensorHub"/> 槽位名称常量。
///
/// 统一定义字符串键,避免在 BD Task Inspector 和代码中散布魔法字符串。
/// Prefab 上 EnemySensorHub 组件的 slotName 字段必须与此处常量保持一致。
/// </summary>
public static class SensorSlotNames
{
/// <summary>
/// 警戒范围RangeSensor2D玩家进入此圈触发 Alert 阶段。
/// 通常半径大于攻击范围,小于视线检测范围。
/// </summary>
public const string Aggro = "aggro";
/// <summary>
/// 视线检测LOSSensor2D敌我之间无遮挡时持续为 true。
/// 由 BatchLOSSystem 批量计算BD_IsPlayerVisible 读取结果。
/// </summary>
public const string LOS = "los";
/// <summary>
/// 近战攻击范围RangeSensor2D玩家进入时触发近战攻击条件。
/// </summary>
public const string AttackMelee = "attack_melee";
/// <summary>
/// 远程攻击范围RangeSensor2D玩家进入时触发远程攻击条件。
/// </summary>
public const string AttackRange = "attack_range";
/// <summary>
/// 前方墙体RaySensor2D水平方向检测用于巡逻转向。
/// </summary>
public const string WallAhead = "wall_ahead";
/// <summary>
/// 前方悬崖RaySensor2D斜向下检测地面是否存在用于巡逻转向。
/// </summary>
public const string Ledge = "ledge";
}
}