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

@@ -0,0 +1,49 @@
using System.Collections;
namespace BaseGames.World
{
/// <summary>
/// 房间流式加载管理器接口。
/// <para>
/// <see cref="RoomController"/> 在 Start() 中通过 ServiceLocator 查找此接口,
/// 若存在则将自身注册,由管理器控制相机初始化时机(避免 Dormant 房间抢占相机)。
/// 若不存在(非流式模式)则退回原有行为。
/// </para>
/// <para>
/// <see cref="Streaming.TransitionDirector"/> 通过此接口操作流式管理器,
/// 完全解耦于具体实现类,便于测试和替换。
/// </para>
/// </summary>
public interface IRoomStreamingManager
{
/// <summary>房间加载完成后RoomController.Start() 调用此方法将自身注册到流式管理器。</summary>
void RegisterRoomController(RoomController controller);
/// <summary>当前处于 Active 状态的房间 ID。</summary>
string CurrentRoomId { get; }
/// <summary>
/// 立即将指定房间加入预加载队列。
/// 若房间已加载或已在队列中则忽略。
/// 用于快速传送预热、玩家即将触碰的门口等主动预加载场景。
/// </summary>
void PreloadRoom(string roomId);
/// <summary>
/// 查询目标房间是否已处于 Dormant 状态,可立即执行无等待的激活。
/// </summary>
bool IsRoomDormant(string roomId);
/// <summary>
/// 激活目标房间Dormant → Active并将前一个房间置于冷却状态。
/// 目标房间必须已处于 Dormant 状态。由 <see cref="Streaming.TransitionDirector"/> 在过渡时调用。
/// </summary>
IEnumerator ActivateRoomCoroutine(string targetRoomId, SpawnContext context);
/// <summary>
/// 若房间尚未加载则先加载,完成后激活。
/// 用于非流式冷启动路径(如游戏初始化、快速传送落地)。
/// </summary>
IEnumerator LoadAndActivateRoomCoroutine(string roomId, SpawnContext context);
}
}