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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using System.Collections.Generic;
using UnityEngine;
namespace BaseGames.Enemies.StatusEffects
{
/// <summary>
/// 状态效果管理器。
/// 挂载在 EnemyBase 同 GameObject负责激活效果的 Tick、叠加规则与移除。
///
/// 设计原则:
/// - 同类型效果只保留一个(新效果重置计时)。
/// - 每帧在 EnemyBase.Update 中由 Tick 驱动。
/// - 敌人死亡时由 EnemyBase.Die 调用 Clear。
/// </summary>
[DisallowMultipleComponent]
public sealed class EnemyStatusEffectManager : MonoBehaviour
{
private EnemyBase _enemy;
// 用 List 而非 Dictionary 避免 GC通常同时激活效果 < 4 个)
private readonly List<IStatusEffect> _active = new List<IStatusEffect>(4);
private void Awake() => _enemy = GetComponent<EnemyBase>();
// ── 外部 API ──────────────────────────────────────────────────────
/// <summary>施加效果。同类型效果已存在时先移除旧的再挂新的(刷新)。</summary>
public void Apply(IStatusEffect effect)
{
if (effect == null) return;
Remove(effect.Type); // 移除同类旧效果(刷新逻辑)
_active.Add(effect);
effect.OnApplied(_enemy);
}
/// <summary>移除指定类型效果(若存在)。</summary>
public void Remove(StatusEffectType type)
{
for (int i = _active.Count - 1; i >= 0; i--)
{
if (_active[i].Type == type)
{
_active[i].OnRemoved(_enemy);
_active.RemoveAt(i);
break;
}
}
}
/// <summary>查询指定类型效果是否激活。</summary>
public bool HasEffect(StatusEffectType type)
{
for (int i = 0; i < _active.Count; i++)
if (_active[i].Type == type) return true;
return false;
}
/// <summary>激活效果的只读视图(调试叠加层 / 存档用,非热路径)。</summary>
public System.Collections.Generic.IReadOnlyList<IStatusEffect> ActiveEffects => _active;
/// <summary>移除全部效果(死亡 / 重生时调用)。</summary>
public void Clear()
{
for (int i = _active.Count - 1; i >= 0; i--)
_active[i].OnRemoved(_enemy);
_active.Clear();
}
// ── 每帧驱动 ─────────────────────────────────────────────────────
private void Update()
{
if (_active.Count == 0) return;
float dt = Time.deltaTime;
for (int i = _active.Count - 1; i >= 0; i--)
{
var fx = _active[i];
fx.Tick(_enemy, dt);
if (fx.IsFinished)
{
fx.OnRemoved(_enemy);
_active.RemoveAt(i);
}
}
}
}
}

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using UnityEngine;
namespace BaseGames.Enemies.StatusEffects
{
/// <summary>
/// 状态效果类型枚举。
/// </summary>
public enum StatusEffectType
{
Frozen, // 冻结:停止移动、降低 BT Tick 频率
Sleep, // 睡眠:受击即唤醒
Burning, // 灼烧:持续扣血
}
/// <summary>
/// 状态效果接口。
/// 每种效果实现此接口,由 <see cref="EnemyStatusEffectManager"/> 统一管理生命周期。
/// </summary>
public interface IStatusEffect
{
StatusEffectType Type { get; }
/// <summary>持续时间(秒),负值 = 永久(直到手动移除)。</summary>
float Duration { get; }
/// <summary>效果是否已自然结束(超时或条件不满足)。</summary>
bool IsFinished { get; }
/// <summary>效果挂载到 enemy 时调用一次。</summary>
void OnApplied(EnemyBase enemy);
/// <summary>效果每帧 Tick由 EnemyStatusEffectManager 驱动)。</summary>
void Tick(EnemyBase enemy, float deltaTime);
/// <summary>效果移除(超时 / 手动 / 死亡)时调用一次。</summary>
void OnRemoved(EnemyBase enemy);
}
}

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using UnityEngine;
using BaseGames.Combat;
using BaseGames.Enemies.Abilities;
namespace BaseGames.Enemies.StatusEffects
{
/// <summary>
/// 冻结效果:停止敌人移动,中断所有能力,降低 BT Tick 频率。
/// 效果持续期间每帧强制停止水平移动。
/// </summary>
public sealed class FrozenEffect : IStatusEffect
{
public StatusEffectType Type => StatusEffectType.Frozen;
public float Duration { get; }
public bool IsFinished => _elapsed >= Duration;
private float _elapsed;
public FrozenEffect(float duration) => Duration = duration;
public void OnApplied(EnemyBase enemy)
{
_elapsed = 0f;
enemy.Abilities?.InterruptAll(InterruptReason.ExternalRequest);
enemy.StopMovement();
enemy.SetAggroTickRate(false);
}
public void Tick(EnemyBase enemy, float deltaTime)
{
_elapsed += deltaTime;
enemy.Movement?.StopHorizontal();
}
public void OnRemoved(EnemyBase enemy) { }
}
/// <summary>
/// 睡眠效果:敌人进入休眠状态,受到任意伤害立即唤醒。
/// 持续时间可为负值(永久,直到被击醒)。
/// </summary>
public sealed class SleepEffect : IStatusEffect
{
public StatusEffectType Type => StatusEffectType.Sleep;
public float Duration { get; }
public bool IsFinished => _awoken || (Duration >= 0f && _elapsed >= Duration);
private float _elapsed;
private bool _awoken;
private int _lastHP;
public SleepEffect(float duration = -1f) => Duration = duration;
public void OnApplied(EnemyBase enemy)
{
_elapsed = 0f;
_awoken = false;
_lastHP = enemy.Stats != null ? enemy.Stats.CurrentHP : int.MaxValue;
enemy.Abilities?.InterruptAll(InterruptReason.ExternalRequest);
enemy.StopMovement();
enemy.SetAggroTickRate(false);
}
public void Tick(EnemyBase enemy, float deltaTime)
{
_elapsed += deltaTime;
enemy.Movement?.StopHorizontal();
// 受击检测HP 减少则唤醒
if (enemy.Stats != null && enemy.Stats.CurrentHP < _lastHP)
_awoken = true;
if (enemy.Stats != null)
_lastHP = enemy.Stats.CurrentHP;
}
public void OnRemoved(EnemyBase enemy) { }
}
/// <summary>
/// 灼烧效果:每 tickInterval 秒对敌人造成 damagePerTick 点持续伤害。
/// 不触发霸体判定(无 DamageFlags.ForceBreak允许受击动作打断。
/// </summary>
public sealed class BurningEffect : IStatusEffect
{
public StatusEffectType Type => StatusEffectType.Burning;
public float Duration { get; }
public bool IsFinished => _elapsed >= Duration;
private readonly float _damagePerTick;
private readonly float _tickInterval;
private float _elapsed;
private float _nextTick;
public BurningEffect(float duration, float damagePerTick, float tickInterval = 0.5f)
{
Duration = duration;
_damagePerTick = damagePerTick;
_tickInterval = tickInterval;
}
public void OnApplied(EnemyBase enemy)
{
_elapsed = 0f;
_nextTick = _tickInterval;
}
public void Tick(EnemyBase enemy, float deltaTime)
{
_elapsed += deltaTime;
if (_elapsed >= _nextTick)
{
_nextTick += _tickInterval;
var info = new DamageInfo
{
RawDamage = (int)_damagePerTick,
Amount = (int)_damagePerTick,
FinalDamage = (int)_damagePerTick,
Type = DamageType.Fire,
Flags = DamageFlags.None,
};
enemy.TakeDamage(info);
}
}
public void OnRemoved(EnemyBase enemy) { }
}
}

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