保留 Tick 作为唯一入口,但让 SimulationWorld 只做 orchestration
- Tick 仍然是唯一仿真入口。SimulationWorld 顶层现在只保留全局开关、bridge 服务和生命周期入口,原来散落在类上的大部分跨域状态已经从 SimulationWorld 收口到新的 SimulationWorld.RuntimeModules。 - 新的 runtime modules 把状态按域分成了 SimulationStateStore、JobDataRuntimeState、CollisionPipelineRuntimeState、TargetSelectionRuntimeState,并通过同名代理把现有 partial 的调用面基本保持不变。 - CollisionPipeline 和 target-selection 的配置也一起下沉到了运行时模块。为了避免现有反射型测试立刻失效,保留了 _collisionQueryInputs 和 _areaCollisionRequests 这两个顶层兼容字段。
This commit is contained in:
parent
736a2a65bd
commit
224db4cd5c
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@ -1,39 +1,18 @@
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using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Mathematics;
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namespace Simulation
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{
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public sealed partial class SimulationWorld
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{
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// Shared native buffers, collision stats, and channel-level constants.
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// Shared channel constants plus compatibility fields still reflected by tests.
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private const int CollisionSourceTypeProjectile = 1;
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private const int CollisionSourceTypeArea = 2;
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private const int CollisionShapeCircle = 0;
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private const int CollisionShapeSector = 1;
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private NativeList<EnemyJobInputData> _enemyJobInputs;
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private NativeList<EnemyJobOutputData> _enemyJobOutputs;
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private NativeList<EnemyJobOutputData> _enemyJobSeparationOutputs;
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private NativeList<float2> _enemySeparationPreviousPushes;
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private NativeList<float2> _enemySeparationCurrentPushes;
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private NativeList<ProjectileJobInputData> _projectileJobInputs;
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private NativeList<ProjectileJobOutputData> _projectileJobOutputs;
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// Kept as top-level fields because current regression tests reflect them directly.
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private NativeList<CollisionQueryData> _collisionQueryInputs;
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private NativeList<CollisionCandidateData> _collisionCandidates;
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private NativeParallelMultiHashMap<long, int> _enemySeparationBuckets;
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private NativeParallelMultiHashMap<long, int> _enemyCollisionBuckets;
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private readonly List<AreaCollisionRequestData> _areaCollisionRequests = new(16);
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private readonly List<AreaCollisionHitEventData> _areaCollisionHitEvents = new(32);
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private readonly HashSet<long> _areaCollisionHitDedupKeys = new();
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private int _lastCollisionQueryCount;
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private int _lastProjectileCollisionQueryCount;
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private int _lastAreaCollisionQueryCount;
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private int _lastCollisionCandidateCount;
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private int _lastProjectileCollisionCandidateCount;
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private int _lastAreaCollisionCandidateCount;
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private int _lastResolvedAreaHitCount;
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private float _lastCollisionCellSize;
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private bool _lastCollisionHasEnemyTargets;
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}
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}
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@ -1,6 +1,3 @@
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using Unity.Jobs;
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using UnityEngine;
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namespace Simulation
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{
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public sealed partial class SimulationWorld
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@ -9,37 +6,5 @@ namespace Simulation
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// Request buffering, broad-phase scheduling, resolve, and presentation
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// dispatch live in dedicated partial files under Jobs/.
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private const int PlayerEntityId = -1;
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private JobHandle _collisionCandidateQueryHandle;
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private bool _collisionCandidateQueryScheduled;
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[Header("Projectile Collision Query")]
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[Tooltip("Projectile broad-phase collision query radius.")]
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[SerializeField]
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private float _projectileCollisionQueryRadius = 0.35f;
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[Tooltip("Maximum retained candidates per projectile query.")]
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[SerializeField]
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private int _projectileMaxCandidatesPerQuery = 1;
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[Tooltip("Broad-phase bucket cell size. <=0 derives from query radius.")]
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[SerializeField]
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private float _projectileCollisionCellSize = 0f;
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[Header("Projectile Hit Event Dispatch")]
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[Tooltip("Dispatch projectile hit presentation event.")]
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[SerializeField]
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private bool _dispatchProjectileHitPresentationEvent = true;
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[Tooltip("Request hit marker when projectile hits.")]
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[SerializeField]
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private bool _dispatchProjectileHitMarkerEvent = true;
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[Tooltip("Request hit effect when projectile hits.")]
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[SerializeField]
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private bool _dispatchProjectileHitEffectEvent = true;
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[Tooltip("Default hit effect entity type id in presentation event. 0 means not specified.")]
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[SerializeField]
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private int _projectileHitPresentationEffectTypeId = 0;
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}
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}
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@ -0,0 +1,109 @@
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using Components;
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using Entity;
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using Entity.EntityData;
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using UnityEngine;
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namespace Simulation
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{
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public sealed partial class SimulationWorld
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{
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#region Entity To Sim Data
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private static EnemySimData CreateEnemyInitialSimData(EnemyBase enemy, EnemyData enemyData)
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{
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Transform enemyTransform = enemy.CachedTransform;
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MovementComponent movementComponent = enemy.GetComponent<MovementComponent>();
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float speed = 0f;
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if (enemyData != null)
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{
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speed = enemyData.SpeedBase;
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}
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else if (movementComponent != null)
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{
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speed = movementComponent.Speed;
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}
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float attackRange = enemy.AttackRange > 0f
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? enemy.AttackRange
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: DefaultAttackRange;
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return new EnemySimData
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{
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EntityId = enemy.Id,
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Position = enemyTransform.position,
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Forward = enemyTransform.forward,
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Rotation = enemyTransform.rotation,
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Speed = speed,
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AttackRange = attackRange,
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AvoidEnemyOverlap = movementComponent != null && movementComponent.AvoidEnemyOverlap,
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EnemyBodyRadius = movementComponent != null ? movementComponent.EnemyBodyRadius : 0.45f,
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SeparationIterations = movementComponent != null ? movementComponent.SeparationIterations : 2,
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TargetType = 0,
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State = EnemyStateIdle
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};
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}
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private static ProjectileSimData CreateProjectileInitialSimData(EntityBase projectileEntity, object userData)
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{
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Vector3 forward = projectileEntity.CachedTransform.forward;
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int ownerEntityId = 0;
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Vector3 velocity = Vector3.zero;
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float speed = 0f;
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float lifeTime = 0f;
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if (userData is EnemyProjectileData enemyProjectileData)
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{
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ownerEntityId = enemyProjectileData.OwnerEntityId;
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Vector3 direction = enemyProjectileData.Direction;
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direction.y = 0f;
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if (direction.sqrMagnitude > Mathf.Epsilon)
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{
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direction.Normalize();
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forward = direction;
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}
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else if (forward.sqrMagnitude > Mathf.Epsilon)
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{
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forward = forward.normalized;
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}
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else
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{
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forward = Vector3.forward;
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}
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speed = Mathf.Max(0f, enemyProjectileData.Speed);
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velocity = forward * speed;
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lifeTime = Mathf.Max(0f, enemyProjectileData.LifeTime);
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}
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return new ProjectileSimData
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{
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EntityId = projectileEntity.Id,
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OwnerEntityId = ownerEntityId,
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Position = projectileEntity.CachedTransform.position,
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Forward = forward,
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Velocity = velocity,
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Speed = speed,
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LifeTime = lifeTime,
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Age = 0f,
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Active = true,
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RemainingLifetime = lifeTime,
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State = ProjectileStateActive
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};
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}
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private static PickupSimData CreatePickupInitialSimData(EntityBase pickupEntity)
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{
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return new PickupSimData
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{
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EntityId = pickupEntity.Id,
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Position = pickupEntity.CachedTransform.position,
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PickupRadius = 0.35f,
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State = 0
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};
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}
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#endregion
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: bdedabee0342441e9551c802dd66693a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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|
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@ -0,0 +1,151 @@
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using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Mathematics;
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using UnityEngine;
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namespace Simulation
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{
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public sealed partial class SimulationWorld
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{
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[SerializeField] private CollisionPipelineSettings _collisionPipelineSettings = new();
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[SerializeField] private TargetSelectionSettings _targetSelectionSettings = new();
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private readonly SimulationStateStore _simulationState = new();
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private readonly JobDataRuntimeState _jobDataRuntime = new();
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private readonly CollisionPipelineRuntimeState _collisionPipelineRuntime = new();
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private readonly TargetSelectionRuntimeState _targetSelectionRuntime = new();
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private List<EnemySimData> _enemies => _simulationState.Enemies;
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private List<ProjectileSimData> _projectiles => _simulationState.Projectiles;
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private List<PickupSimData> _pickups => _simulationState.Pickups;
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private List<int> _projectileRecycleEntityIds => _simulationState.ProjectileRecycleEntityIds;
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private HashSet<int> _projectileResolvedEntityIds => _collisionPipelineRuntime.ProjectileResolvedEntityIds;
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private EntityBinding EnemyBinding => _simulationState.EnemyBinding;
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private EntityBinding ProjectileBinding => _simulationState.ProjectileBinding;
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private EntityBinding PickupBinding => _simulationState.PickupBinding;
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private ref NativeList<EnemyJobInputData> _enemyJobInputs => ref _jobDataRuntime.EnemyJobInputs;
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private ref NativeList<EnemyJobOutputData> _enemyJobOutputs => ref _jobDataRuntime.EnemyJobOutputs;
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private ref NativeList<EnemyJobOutputData> _enemyJobSeparationOutputs => ref _jobDataRuntime.EnemyJobSeparationOutputs;
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private ref NativeList<float2> _enemySeparationPreviousPushes => ref _jobDataRuntime.EnemySeparationPreviousPushes;
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private ref NativeList<float2> _enemySeparationCurrentPushes => ref _jobDataRuntime.EnemySeparationCurrentPushes;
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private ref NativeList<ProjectileJobInputData> _projectileJobInputs => ref _jobDataRuntime.ProjectileJobInputs;
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private ref NativeList<ProjectileJobOutputData> _projectileJobOutputs => ref _jobDataRuntime.ProjectileJobOutputs;
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private ref NativeList<CollisionCandidateData> _collisionCandidates => ref _jobDataRuntime.CollisionCandidates;
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private ref NativeParallelMultiHashMap<long, int> _enemySeparationBuckets => ref _jobDataRuntime.EnemySeparationBuckets;
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private ref NativeParallelMultiHashMap<long, int> _enemyCollisionBuckets => ref _jobDataRuntime.EnemyCollisionBuckets;
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private List<AreaCollisionHitEventData> _areaCollisionHitEvents => _jobDataRuntime.AreaCollisionHitEvents;
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private HashSet<long> _areaCollisionHitDedupKeys => _jobDataRuntime.AreaCollisionHitDedupKeys;
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private ref int _lastCollisionQueryCount => ref _jobDataRuntime.LastCollisionQueryCount;
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private ref int _lastProjectileCollisionQueryCount => ref _jobDataRuntime.LastProjectileCollisionQueryCount;
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private ref int _lastAreaCollisionQueryCount => ref _jobDataRuntime.LastAreaCollisionQueryCount;
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private ref int _lastCollisionCandidateCount => ref _jobDataRuntime.LastCollisionCandidateCount;
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private ref int _lastProjectileCollisionCandidateCount => ref _jobDataRuntime.LastProjectileCollisionCandidateCount;
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private ref int _lastAreaCollisionCandidateCount => ref _jobDataRuntime.LastAreaCollisionCandidateCount;
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private ref int _lastResolvedAreaHitCount => ref _jobDataRuntime.LastResolvedAreaHitCount;
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private ref float _lastCollisionCellSize => ref _jobDataRuntime.LastCollisionCellSize;
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private ref bool _lastCollisionHasEnemyTargets => ref _jobDataRuntime.LastCollisionHasEnemyTargets;
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private ref JobHandle _collisionCandidateQueryHandle => ref _collisionPipelineRuntime.CollisionCandidateQueryHandle;
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private ref bool _collisionCandidateQueryScheduled => ref _collisionPipelineRuntime.CollisionCandidateQueryScheduled;
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private ref NativeParallelMultiHashMap<long, int> _enemyTargetBuckets => ref _targetSelectionRuntime.EnemyTargetBuckets;
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private ref bool _enemyTargetBucketsDirty => ref _targetSelectionRuntime.EnemyTargetBucketsDirty;
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private float _projectileCollisionQueryRadius => _collisionPipelineSettings.ProjectileCollisionQueryRadius;
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private int _projectileMaxCandidatesPerQuery => _collisionPipelineSettings.ProjectileMaxCandidatesPerQuery;
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private float _projectileCollisionCellSize => _collisionPipelineSettings.ProjectileCollisionCellSize;
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private bool _dispatchProjectileHitPresentationEvent => _collisionPipelineSettings.DispatchProjectileHitPresentationEvent;
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private bool _dispatchProjectileHitMarkerEvent => _collisionPipelineSettings.DispatchProjectileHitMarkerEvent;
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private bool _dispatchProjectileHitEffectEvent => _collisionPipelineSettings.DispatchProjectileHitEffectEvent;
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private int _projectileHitPresentationEffectTypeId => _collisionPipelineSettings.ProjectileHitPresentationEffectTypeId;
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private float _targetSelectionCellSize => _targetSelectionSettings.CellSize;
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[Serializable]
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private sealed class CollisionPipelineSettings
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{
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[Header("Projectile Collision Query")]
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[Tooltip("Projectile broad-phase collision query radius.")]
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public float ProjectileCollisionQueryRadius = 0.35f;
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[Tooltip("Maximum retained candidates per projectile query.")]
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public int ProjectileMaxCandidatesPerQuery = 1;
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[Tooltip("Broad-phase bucket cell size. <=0 derives from query radius.")]
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public float ProjectileCollisionCellSize = 0f;
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[Header("Projectile Hit Event Dispatch")]
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[Tooltip("Dispatch projectile hit presentation event.")]
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public bool DispatchProjectileHitPresentationEvent = true;
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[Tooltip("Request hit marker when projectile hits.")]
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public bool DispatchProjectileHitMarkerEvent = true;
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[Tooltip("Request hit effect when projectile hits.")]
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public bool DispatchProjectileHitEffectEvent = true;
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[Tooltip("Default hit effect entity type id in presentation event. 0 means not specified.")]
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public int ProjectileHitPresentationEffectTypeId;
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}
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[Serializable]
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private sealed class TargetSelectionSettings
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{
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[Header("Target Selection")]
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[Tooltip("Spatial hash cell size for nearest-enemy queries.")]
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public float CellSize = 2f;
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}
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private sealed class SimulationStateStore
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{
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public readonly List<EnemySimData> Enemies = new();
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public readonly List<ProjectileSimData> Projectiles = new();
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public readonly List<PickupSimData> Pickups = new();
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public readonly List<int> ProjectileRecycleEntityIds = new();
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public readonly EntityBinding EnemyBinding = new();
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public readonly EntityBinding ProjectileBinding = new();
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public readonly EntityBinding PickupBinding = new();
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}
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private sealed class JobDataRuntimeState
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{
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public NativeList<EnemyJobInputData> EnemyJobInputs;
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public NativeList<EnemyJobOutputData> EnemyJobOutputs;
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public NativeList<EnemyJobOutputData> EnemyJobSeparationOutputs;
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public NativeList<float2> EnemySeparationPreviousPushes;
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public NativeList<float2> EnemySeparationCurrentPushes;
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public NativeList<ProjectileJobInputData> ProjectileJobInputs;
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public NativeList<ProjectileJobOutputData> ProjectileJobOutputs;
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public NativeList<CollisionCandidateData> CollisionCandidates;
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public NativeParallelMultiHashMap<long, int> EnemySeparationBuckets;
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public NativeParallelMultiHashMap<long, int> EnemyCollisionBuckets;
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public readonly List<AreaCollisionHitEventData> AreaCollisionHitEvents = new(32);
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public readonly HashSet<long> AreaCollisionHitDedupKeys = new();
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public int LastCollisionQueryCount;
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public int LastProjectileCollisionQueryCount;
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public int LastAreaCollisionQueryCount;
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public int LastCollisionCandidateCount;
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public int LastProjectileCollisionCandidateCount;
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public int LastAreaCollisionCandidateCount;
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public int LastResolvedAreaHitCount;
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public float LastCollisionCellSize;
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public bool LastCollisionHasEnemyTargets;
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}
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private sealed class CollisionPipelineRuntimeState
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{
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public JobHandle CollisionCandidateQueryHandle;
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public bool CollisionCandidateQueryScheduled;
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public readonly HashSet<int> ProjectileResolvedEntityIds = new();
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}
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private sealed class TargetSelectionRuntimeState
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{
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public NativeParallelMultiHashMap<long, int> EnemyTargetBuckets;
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public bool EnemyTargetBucketsDirty = true;
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: e562a5a506b1424bb1a9eff97c8c469e
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MonoImporter:
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externalObjects: {}
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||||
serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,7 +1,5 @@
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using Components;
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using Entity;
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using Entity.EntityData;
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using UnityEngine;
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namespace Simulation
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{
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@ -103,41 +101,6 @@ namespace Simulation
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return true;
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}
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private static EnemySimData CreateEnemyInitialSimData(EnemyBase enemy, EnemyData enemyData)
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{
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Transform enemyTransform = enemy.CachedTransform;
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MovementComponent movementComponent = enemy.GetComponent<MovementComponent>();
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float speed = 0f;
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if (enemyData != null)
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{
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speed = enemyData.SpeedBase;
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}
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else if (movementComponent != null)
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{
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speed = movementComponent.Speed;
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}
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float attackRange = enemy != null && enemy.AttackRange > 0f
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? enemy.AttackRange
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: DefaultAttackRange;
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return new EnemySimData
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{
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EntityId = enemy.Id,
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Position = enemyTransform.position,
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Forward = enemyTransform.forward,
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Rotation = enemyTransform.rotation,
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Speed = speed,
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AttackRange = attackRange,
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AvoidEnemyOverlap = movementComponent != null && movementComponent.AvoidEnemyOverlap,
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EnemyBodyRadius = movementComponent != null ? movementComponent.EnemyBodyRadius : 0.45f,
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SeparationIterations = movementComponent != null ? movementComponent.SeparationIterations : 2,
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TargetType = 0,
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State = EnemyStateIdle
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};
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}
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#endregion
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#region Projectile Simulation State
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|
@ -196,55 +159,6 @@ namespace Simulation
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RemoveProjectileByEntityId(entityId);
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}
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private static ProjectileSimData CreateProjectileInitialSimData(EntityBase projectileEntity, object userData)
|
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{
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Vector3 forward = projectileEntity.CachedTransform.forward;
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int ownerEntityId = 0;
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Vector3 velocity = Vector3.zero;
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float speed = 0f;
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float lifeTime = 0f;
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||||
if (userData is EnemyProjectileData enemyProjectileData)
|
||||
{
|
||||
ownerEntityId = enemyProjectileData.OwnerEntityId;
|
||||
|
||||
Vector3 direction = enemyProjectileData.Direction;
|
||||
direction.y = 0f;
|
||||
if (direction.sqrMagnitude > Mathf.Epsilon)
|
||||
{
|
||||
direction.Normalize();
|
||||
forward = direction;
|
||||
}
|
||||
else if (forward.sqrMagnitude > Mathf.Epsilon)
|
||||
{
|
||||
forward = forward.normalized;
|
||||
}
|
||||
else
|
||||
{
|
||||
forward = Vector3.forward;
|
||||
}
|
||||
|
||||
speed = Mathf.Max(0f, enemyProjectileData.Speed);
|
||||
velocity = forward * speed;
|
||||
lifeTime = Mathf.Max(0f, enemyProjectileData.LifeTime);
|
||||
}
|
||||
|
||||
return new ProjectileSimData
|
||||
{
|
||||
EntityId = projectileEntity.Id,
|
||||
OwnerEntityId = ownerEntityId,
|
||||
Position = projectileEntity.CachedTransform.position,
|
||||
Forward = forward,
|
||||
Velocity = velocity,
|
||||
Speed = speed,
|
||||
LifeTime = lifeTime,
|
||||
Age = 0f,
|
||||
Active = true,
|
||||
RemainingLifetime = lifeTime,
|
||||
State = ProjectileStateActive
|
||||
};
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Pickup Simulation State
|
||||
|
|
@ -303,17 +217,6 @@ namespace Simulation
|
|||
RemovePickupByEntityId(entityId);
|
||||
}
|
||||
|
||||
private static PickupSimData CreatePickupInitialSimData(EntityBase pickupEntity)
|
||||
{
|
||||
return new PickupSimData
|
||||
{
|
||||
EntityId = pickupEntity.Id,
|
||||
Position = pickupEntity.CachedTransform.position,
|
||||
PickupRadius = 0.35f,
|
||||
State = 0
|
||||
};
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
|
@ -6,11 +6,6 @@ namespace Simulation
|
|||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
private NativeParallelMultiHashMap<long, int> _enemyTargetBuckets;
|
||||
private bool _enemyTargetBucketsDirty = true;
|
||||
|
||||
[SerializeField] private float _targetSelectionCellSize = 2f;
|
||||
|
||||
public bool TryGetNearestEnemyEntityId(Vector3 origin, float maxSqrRange, out int enemyEntityId)
|
||||
{
|
||||
enemyEntityId = 0;
|
||||
|
|
|
|||
|
|
@ -9,7 +9,9 @@ namespace Simulation
|
|||
{
|
||||
// Partial layout:
|
||||
// - SimulationWorld.cs: 核心状态、常量和 Unity 生命周期入口点。
|
||||
// - SimulationWorld.RuntimeModules.cs: 运行时域对象、配置和状态代理。
|
||||
// - SimulationWorld.SimEntityState.cs: 模拟状态的增删改查和生命周期注册。
|
||||
// - SimulationWorld.EntityToSimData.cs: Unity 实体到 sim data 的初始化适配。
|
||||
// - SimulationWorld.EntitySync.cs: GameFramework 实体 show/hide 事件桥。
|
||||
// - SimulationWorld.TargetSelectionSpatialIndex.cs: 最近敌空间索引查询。
|
||||
// - Presentation/SimulationWorld.TransformSync.cs: late-update transform 同步桥。
|
||||
|
|
@ -42,16 +44,6 @@ namespace Simulation
|
|||
private TransformSync _transformSync;
|
||||
private HitPresentation _hitPresentation;
|
||||
|
||||
private readonly List<EnemySimData> _enemies = new List<EnemySimData>();
|
||||
private readonly List<ProjectileSimData> _projectiles = new List<ProjectileSimData>();
|
||||
private readonly List<PickupSimData> _pickups = new List<PickupSimData>();
|
||||
private readonly List<int> _projectileRecycleEntityIds = new List<int>();
|
||||
private readonly HashSet<int> _projectileResolvedEntityIds = new HashSet<int>();
|
||||
|
||||
private EntityBinding EnemyBinding { get; } = new EntityBinding();
|
||||
private EntityBinding ProjectileBinding { get; } = new EntityBinding();
|
||||
private EntityBinding PickupBinding { get; } = new EntityBinding();
|
||||
|
||||
public IReadOnlyList<EnemySimData> Enemies => _enemies;
|
||||
public IReadOnlyList<ProjectileSimData> Projectiles => _projectiles;
|
||||
public IReadOnlyList<PickupSimData> Pickups => _pickups;
|
||||
|
|
|
|||
Loading…
Reference in New Issue