拆分 CollisionPipeline
- 请求缓冲在 SimulationWorld.CollisionRequests - broad-phase / Job 调度在 SimulationWorld.CollisionBroadPhase - 主线程 resolve 在 SimulationWorld.CollisionResolve - hit presentation dispatch 和实体/impact 解析在 SimulationWorld.CollisionPresentation
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using CustomDebugger;
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using Entity;
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using Unity.Burst;
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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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#region Collision Broad Phase
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private void PrepareCollisionCandidatesForFrame()
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{
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_collisionCandidateQueryScheduled = false;
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if (!_collisionQueryInputs.IsCreated || !_collisionCandidates.IsCreated ||
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!_enemyCollisionBuckets.IsCreated)
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{
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ResetCollisionRuntimeStats();
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ClearAreaCollisionTransientBuffers();
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return;
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}
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int projectileCount = _projectileJobOutputs.Length;
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int areaQueryCount = _areaCollisionRequests.Count;
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if (projectileCount == 0 && areaQueryCount == 0)
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{
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ResetCollisionRuntimeStats();
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return;
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}
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float queryRadius = Mathf.Max(0.01f, _projectileCollisionQueryRadius);
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int maxCandidatesPerQuery = Mathf.Max(1, _projectileMaxCandidatesPerQuery);
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float maxQueryRadius = queryRadius;
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int queryId = 0;
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int projectileQueryCount = 0;
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int builtAreaQueryCount = 0;
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using (CustomProfilerMarker.Collision_BuildQueries.Auto())
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{
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for (int i = 0; i < projectileCount; i++)
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{
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ProjectileJobOutputData projectile = _projectileJobOutputs[i];
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if (!projectile.Active || projectile.State != ProjectileStateActive)
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{
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continue;
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}
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AddProjectileCollisionQuery(queryId, in projectile, queryRadius, maxCandidatesPerQuery);
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queryId++;
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projectileQueryCount++;
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}
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for (int i = 0; i < areaQueryCount; i++)
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{
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AreaCollisionRequestData request = _areaCollisionRequests[i];
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AddAreaCollisionQuery(queryId, request.SourceEntityId, request.SourceOwnerEntityId,
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request.SourceWasActiveAtQueryTime, in request.Center, request.Radius, request.MaxTargets,
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request.ShapeType, in request.Direction, request.HalfAngleDeg);
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queryId++;
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builtAreaQueryCount++;
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if (request.Radius > maxQueryRadius)
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{
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maxQueryRadius = request.Radius;
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}
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}
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}
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_lastProjectileCollisionQueryCount = projectileQueryCount;
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_lastAreaCollisionQueryCount = builtAreaQueryCount;
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_lastCollisionQueryCount = projectileQueryCount + builtAreaQueryCount;
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_lastResolvedAreaHitCount = 0;
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if (_collisionQueryInputs.Length == 0)
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{
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_lastCollisionCandidateCount = 0;
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_lastProjectileCollisionCandidateCount = 0;
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_lastAreaCollisionCandidateCount = 0;
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_lastCollisionCellSize = 0f;
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_lastCollisionHasEnemyTargets = _enemyJobOutputs.Length > 0;
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return;
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}
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float autoCellSize = maxQueryRadius * 2f;
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float configuredCellSize = _projectileCollisionCellSize > 0f ? _projectileCollisionCellSize : autoCellSize;
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float cellSize = Mathf.Max(0.1f, configuredCellSize);
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bool hasEnemyTargets = _enemyJobOutputs.Length > 0;
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_lastCollisionCellSize = cellSize;
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_lastCollisionHasEnemyTargets = hasEnemyTargets;
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using (CustomProfilerMarker.Collision_BuildBuckets.Auto())
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{
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if (hasEnemyTargets)
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{
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BuildEnemyCollisionBuckets(cellSize);
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}
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}
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using (CustomProfilerMarker.Collision_QueryCandidates.Auto())
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{
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_collisionCandidateQueryScheduled = ScheduleCollisionCandidateQueryJob(cellSize, hasEnemyTargets,
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out _collisionCandidateQueryHandle);
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}
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}
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private void CompleteCollisionCandidatesForFrame()
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{
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if (_collisionCandidateQueryScheduled)
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{
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_collisionCandidateQueryHandle.Complete();
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_collisionCandidateQueryScheduled = false;
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}
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CountCollisionCandidatesBySourceType(out int projectileCandidateCount, out int areaCandidateCount);
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_lastProjectileCollisionCandidateCount = projectileCandidateCount;
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_lastAreaCollisionCandidateCount = areaCandidateCount;
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_lastCollisionCandidateCount = projectileCandidateCount + areaCandidateCount;
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}
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private void BuildEnemyCollisionBuckets(float cellSize)
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{
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_enemyCollisionBuckets.Clear();
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int enemyCount = _enemyJobOutputs.Length;
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if (enemyCount <= 0)
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{
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return;
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}
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BuildCollisionBucketsBurstJob job = new BuildCollisionBucketsBurstJob
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{
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EnemyOutputs = _enemyJobOutputs.AsArray(),
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Buckets = _enemyCollisionBuckets.AsParallelWriter(),
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CellSize = cellSize
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};
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using (CustomProfilerMarker.TickEnemies_Complete.Auto())
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{
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JobHandle handle = job.Schedule(enemyCount, 64);
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handle.Complete();
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}
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}
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[BurstCompile]
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private struct BuildCollisionBucketsBurstJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<EnemyJobOutputData> EnemyOutputs;
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public NativeParallelMultiHashMap<long, int>.ParallelWriter Buckets;
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public float CellSize;
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public void Execute(int index)
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{
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EnemyJobOutputData enemy = EnemyOutputs[index];
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int cellX = (int)math.floor(enemy.Position.x / CellSize);
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int cellZ = (int)math.floor(enemy.Position.z / CellSize);
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Buckets.Add(SeparationCellKey(cellX, cellZ), index);
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}
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}
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private bool ScheduleCollisionCandidateQueryJob(float cellSize, bool hasEnemyTargets, out JobHandle handle)
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{
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handle = default;
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if (!_collisionQueryInputs.IsCreated || !_collisionCandidates.IsCreated)
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{
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return false;
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}
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_collisionCandidates.Clear();
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int queryCount = _collisionQueryInputs.Length;
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if (queryCount == 0)
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{
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return false;
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}
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bool hasPlayerTarget = TryGetPlayerCollisionTarget(out int playerTargetEntityId, out float3 playerPosition);
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QueryCollisionCandidatesBurstJob job = new QueryCollisionCandidatesBurstJob
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{
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Queries = _collisionQueryInputs.AsArray(),
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EnemyBuckets = _enemyCollisionBuckets,
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EnemyOutputs = _enemyJobOutputs.AsArray(),
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Candidates = _collisionCandidates.AsParallelWriter(),
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HasEnemyTargets = hasEnemyTargets,
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HasPlayerTarget = hasPlayerTarget,
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PlayerTargetEntityId = playerTargetEntityId,
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PlayerPosition = playerPosition,
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CellSize = cellSize
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};
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handle = job.Schedule(queryCount, 64);
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return true;
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}
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private void CountCollisionCandidatesBySourceType(out int projectileCandidateCount, out int areaCandidateCount)
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{
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projectileCandidateCount = 0;
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areaCandidateCount = 0;
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if (!_collisionCandidates.IsCreated)
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{
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return;
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}
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for (int i = 0; i < _collisionCandidates.Length; i++)
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{
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CollisionCandidateData candidate = _collisionCandidates[i];
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if (candidate.SourceType == CollisionSourceTypeProjectile)
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{
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projectileCandidateCount++;
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}
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else if (candidate.SourceType == CollisionSourceTypeArea)
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{
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areaCandidateCount++;
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}
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}
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}
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private static bool TryGetPlayerCollisionTarget(out int playerEntityId, out float3 playerPosition)
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{
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playerEntityId = PlayerEntityId;
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playerPosition = default;
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if (!TryGetAliveTargetableEntity(playerEntityId, out TargetableObject playerTarget))
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{
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return false;
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}
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Transform playerTransform = playerTarget.CachedTransform;
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if (playerTransform == null)
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{
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return false;
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}
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Vector3 position = playerTransform.position;
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playerPosition = new float3(position.x, position.y, position.z);
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return true;
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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: ac6aca660ff944e69ea8f5e06f0609cf
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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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@ -1,20 +1,13 @@
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using CustomDebugger;
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using CustomEvent;
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using CustomUtility;
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using Definition.DataStruct;
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using Definition.Enum;
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using Entity;
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using Entity.Weapon;
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using Unity.Burst;
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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 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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{
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// Shared collision pipeline configuration and runtime state.
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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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@ -48,753 +41,5 @@ namespace Simulation
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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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#region Area Query Request
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public bool TryRequestAreaCollision(int sourceEntityId, int sourceOwnerEntityId, in Vector3 center,
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float radius, int maxTargets = 16)
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{
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return TryRequestAreaCollisionInternal(sourceEntityId, sourceOwnerEntityId, in center, radius,
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maxTargets, CollisionShapeCircle, Vector3.forward, 180f);
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}
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public bool TryRequestSectorCollision(int sourceEntityId, int sourceOwnerEntityId, in Vector3 center,
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float radius, in Vector3 direction, float halfAngleDeg, int maxTargets = 16)
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{
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return TryRequestAreaCollisionInternal(sourceEntityId, sourceOwnerEntityId, in center, radius,
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maxTargets, CollisionShapeSector, direction, halfAngleDeg);
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}
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private bool TryRequestAreaCollisionInternal(int sourceEntityId, int sourceOwnerEntityId,
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in Vector3 center,
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float radius, int maxTargets, int shapeType, in Vector3 direction, float halfAngleDeg)
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{
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if (!_useSimulationMovement)
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{
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return false;
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}
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if (sourceEntityId == 0 || radius <= 0f || maxTargets <= 0)
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{
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return false;
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}
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int resolvedOwnerEntityId = sourceOwnerEntityId != 0 ? sourceOwnerEntityId : sourceEntityId;
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bool sourceWasActiveAtQueryTime = WasCollisionSourceActiveAtQueryTime(sourceEntityId);
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Vector3 normalizedDirection = direction;
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normalizedDirection.y = 0f;
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if (normalizedDirection.sqrMagnitude <= Mathf.Epsilon)
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{
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normalizedDirection = Vector3.forward;
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}
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else
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{
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normalizedDirection.Normalize();
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}
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_areaCollisionRequests.Add(new AreaCollisionRequestData
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{
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SourceEntityId = sourceEntityId,
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SourceOwnerEntityId = resolvedOwnerEntityId,
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SourceWasActiveAtQueryTime = sourceWasActiveAtQueryTime,
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Center = center,
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Radius = Mathf.Max(0.01f, radius),
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MaxTargets = Mathf.Max(1, maxTargets),
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ShapeType = shapeType,
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Direction = normalizedDirection,
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HalfAngleDeg = Mathf.Clamp(halfAngleDeg, 0f, 180f)
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});
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return true;
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}
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private int GetPendingAreaCollisionRequestCount()
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{
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return _areaCollisionRequests.Count;
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}
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private int EstimatePendingAreaCollisionCandidateCountFromRequests()
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{
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int expectedCount = 0;
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for (int i = 0; i < _areaCollisionRequests.Count; i++)
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{
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expectedCount += Mathf.Max(1, _areaCollisionRequests[i].MaxTargets);
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}
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return expectedCount;
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}
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#endregion
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#region Collision Pipeline
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private void PrepareCollisionCandidatesForFrame()
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{
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_collisionCandidateQueryScheduled = false;
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if (!_collisionQueryInputs.IsCreated || !_collisionCandidates.IsCreated ||
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!_enemyCollisionBuckets.IsCreated)
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{
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ResetCollisionRuntimeStats();
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ClearAreaCollisionTransientBuffers();
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return;
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}
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int projectileCount = _projectileJobOutputs.Length;
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int areaQueryCount = _areaCollisionRequests.Count;
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if (projectileCount == 0 && areaQueryCount == 0)
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{
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ResetCollisionRuntimeStats();
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return;
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}
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float queryRadius = Mathf.Max(0.01f, _projectileCollisionQueryRadius);
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int maxCandidatesPerQuery = Mathf.Max(1, _projectileMaxCandidatesPerQuery);
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float maxQueryRadius = queryRadius;
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int queryId = 0;
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int projectileQueryCount = 0;
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int builtAreaQueryCount = 0;
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using (CustomProfilerMarker.Collision_BuildQueries.Auto())
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{
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for (int i = 0; i < projectileCount; i++)
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{
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ProjectileJobOutputData projectile = _projectileJobOutputs[i];
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if (!projectile.Active || projectile.State != ProjectileStateActive)
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{
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continue;
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}
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AddProjectileCollisionQuery(queryId, in projectile, queryRadius, maxCandidatesPerQuery);
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queryId++;
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projectileQueryCount++;
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}
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for (int i = 0; i < areaQueryCount; i++)
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{
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AreaCollisionRequestData request = _areaCollisionRequests[i];
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AddAreaCollisionQuery(queryId, request.SourceEntityId, request.SourceOwnerEntityId,
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request.SourceWasActiveAtQueryTime, in request.Center, request.Radius, request.MaxTargets,
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request.ShapeType, in request.Direction, request.HalfAngleDeg);
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queryId++;
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builtAreaQueryCount++;
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if (request.Radius > maxQueryRadius)
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{
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maxQueryRadius = request.Radius;
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}
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}
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}
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_lastProjectileCollisionQueryCount = projectileQueryCount;
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_lastAreaCollisionQueryCount = builtAreaQueryCount;
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_lastCollisionQueryCount = projectileQueryCount + builtAreaQueryCount;
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_lastResolvedAreaHitCount = 0;
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if (_collisionQueryInputs.Length == 0)
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{
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_lastCollisionCandidateCount = 0;
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_lastProjectileCollisionCandidateCount = 0;
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_lastAreaCollisionCandidateCount = 0;
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_lastCollisionCellSize = 0f;
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_lastCollisionHasEnemyTargets = _enemyJobOutputs.Length > 0;
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return;
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}
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float autoCellSize = maxQueryRadius * 2f;
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float configuredCellSize = _projectileCollisionCellSize > 0f ? _projectileCollisionCellSize : autoCellSize;
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float cellSize = Mathf.Max(0.1f, configuredCellSize);
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bool hasEnemyTargets = _enemyJobOutputs.Length > 0;
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_lastCollisionCellSize = cellSize;
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_lastCollisionHasEnemyTargets = hasEnemyTargets;
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using (CustomProfilerMarker.Collision_BuildBuckets.Auto())
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{
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if (hasEnemyTargets)
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{
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BuildEnemyCollisionBuckets(cellSize);
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}
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}
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using (CustomProfilerMarker.Collision_QueryCandidates.Auto())
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{
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_collisionCandidateQueryScheduled = ScheduleCollisionCandidateQueryJob(cellSize, hasEnemyTargets,
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out _collisionCandidateQueryHandle);
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}
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}
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private void CompleteCollisionCandidatesForFrame()
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{
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if (_collisionCandidateQueryScheduled)
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{
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_collisionCandidateQueryHandle.Complete();
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_collisionCandidateQueryScheduled = false;
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}
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CountCollisionCandidatesBySourceType(out int projectileCandidateCount, out int areaCandidateCount);
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_lastProjectileCollisionCandidateCount = projectileCandidateCount;
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_lastAreaCollisionCandidateCount = areaCandidateCount;
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_lastCollisionCandidateCount = projectileCandidateCount + areaCandidateCount;
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}
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private void ResolveCollisionCandidatesOnMainThread()
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{
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if (!_collisionCandidates.IsCreated)
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{
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_lastResolvedAreaHitCount = 0;
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ClearAreaCollisionTransientBuffers();
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return;
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}
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_projectileResolvedEntityIds.Clear();
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_areaCollisionHitEvents.Clear();
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_areaCollisionHitDedupKeys.Clear();
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if (_collisionCandidates.Length == 0)
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{
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_lastResolvedAreaHitCount = 0;
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ClearAreaCollisionTransientBuffers();
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return;
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}
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using (CustomProfilerMarker.Collision_ResolveProjectile.Auto())
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{
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for (int i = 0; i < _collisionCandidates.Length; i++)
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{
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CollisionCandidateData candidate = _collisionCandidates[i];
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if (candidate.SourceType == CollisionSourceTypeProjectile)
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{
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int projectileEntityId = candidate.SourceEntityId;
|
||||
if (_projectileResolvedEntityIds.Contains(projectileEntityId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!TryGetActiveProjectileSimData(projectileEntityId, out _, out ProjectileSimData projectile))
|
||||
{
|
||||
_projectileResolvedEntityIds.Add(projectileEntityId);
|
||||
continue;
|
||||
}
|
||||
|
||||
bool shouldExpireProjectile = true;
|
||||
bool shouldDispatchPresentation = false;
|
||||
int damage = 0;
|
||||
Vector3 hitPosition = projectile.Position;
|
||||
if (TryGetAliveTargetableEntity(candidate.TargetEntityId, out TargetableObject target))
|
||||
{
|
||||
EntityBase sourceEntity = TryGetEntityById(candidate.SourceEntityId);
|
||||
EntityBase ownerEntity = TryGetEntityById(candidate.SourceOwnerEntityId);
|
||||
shouldExpireProjectile = ResolveProjectileHitAgainstTarget(target, sourceEntity,
|
||||
ownerEntity,
|
||||
in projectile,
|
||||
out damage, out hitPosition, out shouldDispatchPresentation);
|
||||
}
|
||||
|
||||
if (shouldDispatchPresentation)
|
||||
{
|
||||
DispatchProjectileHitPresentationEvent(projectileEntityId, candidate.SourceEntityId,
|
||||
candidate.SourceOwnerEntityId, candidate.TargetEntityId, damage, in hitPosition);
|
||||
}
|
||||
|
||||
if (shouldExpireProjectile)
|
||||
{
|
||||
MarkProjectileAsExpired(projectileEntityId);
|
||||
_projectileResolvedEntityIds.Add(projectileEntityId);
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
if (candidate.SourceType == CollisionSourceTypeArea)
|
||||
{
|
||||
long dedupKey = (((long)candidate.QueryId) << 32) ^ (uint)candidate.TargetEntityId;
|
||||
if (!_areaCollisionHitDedupKeys.Add(dedupKey))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
_areaCollisionHitEvents.Add(new AreaCollisionHitEventData
|
||||
{
|
||||
QueryId = candidate.QueryId,
|
||||
SourceEntityId = candidate.SourceEntityId,
|
||||
SourceOwnerEntityId = candidate.SourceOwnerEntityId,
|
||||
TargetEntityId = candidate.TargetEntityId,
|
||||
SqrDistance = candidate.SqrDistance
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int resolvedAreaHitCount;
|
||||
using (CustomProfilerMarker.Collision_ResolveArea.Auto())
|
||||
{
|
||||
resolvedAreaHitCount = ResolveAreaCollisionHitsOnMainThread();
|
||||
}
|
||||
|
||||
_lastResolvedAreaHitCount = resolvedAreaHitCount;
|
||||
_projectileResolvedEntityIds.Clear();
|
||||
ClearAreaCollisionTransientBuffers();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Collision Resolve Helpers
|
||||
|
||||
private bool ResolveProjectileHitAgainstTarget(TargetableObject target, EntityBase sourceEntity,
|
||||
EntityBase ownerEntity,
|
||||
in ProjectileSimData projectile, out int damage, out Vector3 hitPosition,
|
||||
out bool shouldDispatchPresentation)
|
||||
{
|
||||
damage = 0;
|
||||
hitPosition = projectile.Position;
|
||||
shouldDispatchPresentation = false;
|
||||
|
||||
if (target == null || !target.Available || target.IsDead)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (target.CachedTransform != null)
|
||||
{
|
||||
hitPosition = target.CachedTransform.position;
|
||||
}
|
||||
|
||||
if (!TryResolveImpactSource(sourceEntity, ownerEntity, out EntityBase attacker,
|
||||
out ImpactData sourceImpact))
|
||||
{
|
||||
shouldDispatchPresentation = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
ImpactData targetImpact = target.GetImpactData();
|
||||
if (AIUtility.GetRelation(targetImpact.Camp, sourceImpact.Camp) == RelationType.Friendly)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
damage = AIUtility.CalcDamageHP(sourceImpact.AttackBase, sourceImpact.AttackStat,
|
||||
targetImpact.DefenseStat,
|
||||
targetImpact.DodgeStat);
|
||||
shouldDispatchPresentation = true;
|
||||
if (damage <= 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
target.ApplyDamage(attacker ?? sourceEntity ?? ownerEntity, damage);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void DispatchProjectileHitPresentationEvent(int projectileEntityId, int sourceEntityId,
|
||||
int sourceOwnerEntityId, int targetEntityId, int damage, in Vector3 hitPosition)
|
||||
{
|
||||
if (!_dispatchProjectileHitPresentationEvent)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var eventComponent = GameEntry.Event;
|
||||
if (eventComponent == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
eventComponent.Fire(this, ProjectileHitPresentationEventArgs.Create(
|
||||
projectileEntityId,
|
||||
sourceEntityId,
|
||||
sourceOwnerEntityId,
|
||||
targetEntityId,
|
||||
damage,
|
||||
hitPosition,
|
||||
_dispatchProjectileHitMarkerEvent,
|
||||
_dispatchProjectileHitEffectEvent,
|
||||
_projectileHitPresentationEffectTypeId));
|
||||
}
|
||||
|
||||
private static bool TryResolveImpactSource(EntityBase sourceEntity, EntityBase ownerEntity,
|
||||
out EntityBase attacker,
|
||||
out ImpactData impactData)
|
||||
{
|
||||
if (TryResolveImpactFromEntity(sourceEntity, out impactData))
|
||||
{
|
||||
attacker = sourceEntity;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (TryResolveImpactFromEntity(ownerEntity, out impactData))
|
||||
{
|
||||
attacker = ownerEntity;
|
||||
return true;
|
||||
}
|
||||
|
||||
attacker = null;
|
||||
impactData = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool TryResolveImpactFromEntity(EntityBase entity, out ImpactData impactData)
|
||||
{
|
||||
if (entity is WeaponBase weapon)
|
||||
{
|
||||
impactData = weapon.GetImpactData();
|
||||
return true;
|
||||
}
|
||||
|
||||
if (entity is EnemyProjectile enemyProjectile)
|
||||
{
|
||||
impactData = enemyProjectile.GetImpactData();
|
||||
return true;
|
||||
}
|
||||
|
||||
if (entity is TargetableObject targetableObject)
|
||||
{
|
||||
impactData = targetableObject.GetImpactData();
|
||||
return true;
|
||||
}
|
||||
|
||||
impactData = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool TryGetAliveTargetableEntity(int entityId, out TargetableObject target)
|
||||
{
|
||||
target = null;
|
||||
|
||||
var enemyManager = GameEntry.EnemyManager;
|
||||
if (enemyManager != null && enemyManager.TryGetEnemy(entityId, out EntityBase enemyEntity))
|
||||
{
|
||||
if (enemyEntity is TargetableObject enemyTarget && enemyTarget.Available && !enemyTarget.IsDead)
|
||||
{
|
||||
target = enemyTarget;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
EntityBase entity = TryGetEntityById(entityId);
|
||||
if (entity is TargetableObject targetable && targetable.Available && !targetable.IsDead)
|
||||
{
|
||||
target = targetable;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private static EntityBase TryGetEntityById(int entityId)
|
||||
{
|
||||
var entityComponent = GameEntry.Entity;
|
||||
return entityComponent != null ? entityComponent.GetGameEntity(entityId) : null;
|
||||
}
|
||||
|
||||
private bool TryGetActiveProjectileSimData(int projectileEntityId, out int simulationIndex,
|
||||
out ProjectileSimData projectile)
|
||||
{
|
||||
simulationIndex = -1;
|
||||
projectile = default;
|
||||
|
||||
if (!ProjectileBinding.TryGetSimulationIndex(projectileEntityId, out int foundIndex) || foundIndex < 0 ||
|
||||
foundIndex >= _projectiles.Count)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
ProjectileSimData data = _projectiles[foundIndex];
|
||||
if (!data.Active || data.State != ProjectileStateActive)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
simulationIndex = foundIndex;
|
||||
projectile = data;
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool MarkProjectileAsExpired(int projectileEntityId)
|
||||
{
|
||||
if (!ProjectileBinding.TryGetSimulationIndex(projectileEntityId, out int simulationIndex) ||
|
||||
simulationIndex < 0 || simulationIndex >= _projectiles.Count)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
ProjectileSimData projectile = _projectiles[simulationIndex];
|
||||
projectile.Active = false;
|
||||
projectile.State = ProjectileStateExpired;
|
||||
projectile.RemainingLifetime = 0f;
|
||||
if (projectile.LifeTime > 0f && projectile.Age < projectile.LifeTime)
|
||||
{
|
||||
projectile.Age = projectile.LifeTime;
|
||||
}
|
||||
|
||||
_projectiles[simulationIndex] = projectile;
|
||||
return true;
|
||||
}
|
||||
|
||||
private int ResolveAreaCollisionHitsOnMainThread()
|
||||
{
|
||||
if (_areaCollisionHitEvents.Count == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
int resolvedHitCount = 0;
|
||||
for (int i = 0; i < _areaCollisionHitEvents.Count; i++)
|
||||
{
|
||||
AreaCollisionHitEventData hitEvent = _areaCollisionHitEvents[i];
|
||||
if (!TryGetCollisionQueryByQueryId(hitEvent.QueryId, out CollisionQueryData query) ||
|
||||
query.SourceType != CollisionSourceTypeArea)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!query.SourceWasActiveAtQueryTime)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
EntityBase sourceEntity = TryGetEntityById(hitEvent.SourceEntityId);
|
||||
if (sourceEntity == null || !sourceEntity.Available)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!TryGetAliveTargetableEntity(hitEvent.TargetEntityId, out TargetableObject target))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!IsAreaTargetInsidePreciseShape(in query, target))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
AIUtility.PerformCollision(target, sourceEntity, true);
|
||||
resolvedHitCount++;
|
||||
}
|
||||
|
||||
return resolvedHitCount;
|
||||
}
|
||||
|
||||
private bool TryGetCollisionQueryByQueryId(int queryId, out CollisionQueryData query)
|
||||
{
|
||||
query = default;
|
||||
if (!_collisionQueryInputs.IsCreated || queryId < 0 || queryId >= _collisionQueryInputs.Length)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
CollisionQueryData direct = _collisionQueryInputs[queryId];
|
||||
if (direct.QueryId == queryId)
|
||||
{
|
||||
query = direct;
|
||||
return true;
|
||||
}
|
||||
|
||||
for (int i = 0; i < _collisionQueryInputs.Length; i++)
|
||||
{
|
||||
CollisionQueryData candidate = _collisionQueryInputs[i];
|
||||
if (candidate.QueryId != queryId)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
query = candidate;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool IsAreaTargetInsidePreciseShape(in CollisionQueryData query, TargetableObject target)
|
||||
{
|
||||
if (target == null || target.CachedTransform == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Vector3 center = new Vector3(query.Position.x, query.Position.y, query.Position.z);
|
||||
Vector3 toTarget = target.CachedTransform.position - center;
|
||||
toTarget.y = 0f;
|
||||
|
||||
float radius = Mathf.Max(0.01f, query.Radius);
|
||||
float radiusSqr = radius * radius;
|
||||
float sqrDistance = toTarget.sqrMagnitude;
|
||||
if (sqrDistance > radiusSqr)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (query.ShapeType != CollisionShapeSector)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (sqrDistance <= Mathf.Epsilon)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
Vector3 forward = new Vector3(query.Direction.x, query.Direction.y, query.Direction.z);
|
||||
forward.y = 0f;
|
||||
if (forward.sqrMagnitude <= Mathf.Epsilon)
|
||||
{
|
||||
forward = Vector3.forward;
|
||||
}
|
||||
else
|
||||
{
|
||||
forward.Normalize();
|
||||
}
|
||||
|
||||
float halfAngle = Mathf.Clamp(query.HalfAngleDeg, 0f, 180f);
|
||||
float angle = Vector3.Angle(forward, toTarget.normalized);
|
||||
return angle <= halfAngle;
|
||||
}
|
||||
|
||||
private void ClearAreaCollisionTransientBuffers()
|
||||
{
|
||||
_areaCollisionRequests.Clear();
|
||||
_areaCollisionHitEvents.Clear();
|
||||
_areaCollisionHitDedupKeys.Clear();
|
||||
}
|
||||
|
||||
private void BuildEnemyCollisionBuckets(float cellSize)
|
||||
{
|
||||
_enemyCollisionBuckets.Clear();
|
||||
int enemyCount = _enemyJobOutputs.Length;
|
||||
if (enemyCount <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
BuildCollisionBucketsBurstJob job = new BuildCollisionBucketsBurstJob
|
||||
{
|
||||
EnemyOutputs = _enemyJobOutputs.AsArray(),
|
||||
Buckets = _enemyCollisionBuckets.AsParallelWriter(),
|
||||
CellSize = cellSize
|
||||
};
|
||||
|
||||
using (CustomProfilerMarker.TickEnemies_Complete.Auto())
|
||||
{
|
||||
JobHandle handle = job.Schedule(enemyCount, 64);
|
||||
handle.Complete();
|
||||
}
|
||||
}
|
||||
|
||||
[BurstCompile]
|
||||
private struct BuildCollisionBucketsBurstJob : IJobParallelFor
|
||||
{
|
||||
[ReadOnly] public NativeArray<EnemyJobOutputData> EnemyOutputs;
|
||||
public NativeParallelMultiHashMap<long, int>.ParallelWriter Buckets;
|
||||
public float CellSize;
|
||||
|
||||
public void Execute(int index)
|
||||
{
|
||||
EnemyJobOutputData enemy = EnemyOutputs[index];
|
||||
int cellX = (int)math.floor(enemy.Position.x / CellSize);
|
||||
int cellZ = (int)math.floor(enemy.Position.z / CellSize);
|
||||
Buckets.Add(SeparationCellKey(cellX, cellZ), index);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
private bool ScheduleCollisionCandidateQueryJob(float cellSize, bool hasEnemyTargets, out JobHandle handle)
|
||||
{
|
||||
handle = default;
|
||||
if (!_collisionQueryInputs.IsCreated || !_collisionCandidates.IsCreated)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
_collisionCandidates.Clear();
|
||||
int queryCount = _collisionQueryInputs.Length;
|
||||
if (queryCount == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool hasPlayerTarget = TryGetPlayerCollisionTarget(out int playerTargetEntityId, out float3 playerPosition);
|
||||
QueryCollisionCandidatesBurstJob job = new QueryCollisionCandidatesBurstJob
|
||||
{
|
||||
Queries = _collisionQueryInputs.AsArray(),
|
||||
EnemyBuckets = _enemyCollisionBuckets,
|
||||
EnemyOutputs = _enemyJobOutputs.AsArray(),
|
||||
Candidates = _collisionCandidates.AsParallelWriter(),
|
||||
HasEnemyTargets = hasEnemyTargets,
|
||||
HasPlayerTarget = hasPlayerTarget,
|
||||
PlayerTargetEntityId = playerTargetEntityId,
|
||||
PlayerPosition = playerPosition,
|
||||
CellSize = cellSize
|
||||
};
|
||||
|
||||
handle = job.Schedule(queryCount, 64);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void CountCollisionCandidatesBySourceType(out int projectileCandidateCount, out int areaCandidateCount)
|
||||
{
|
||||
projectileCandidateCount = 0;
|
||||
areaCandidateCount = 0;
|
||||
|
||||
if (!_collisionCandidates.IsCreated)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < _collisionCandidates.Length; i++)
|
||||
{
|
||||
CollisionCandidateData candidate = _collisionCandidates[i];
|
||||
if (candidate.SourceType == CollisionSourceTypeProjectile)
|
||||
{
|
||||
projectileCandidateCount++;
|
||||
}
|
||||
else if (candidate.SourceType == CollisionSourceTypeArea)
|
||||
{
|
||||
areaCandidateCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static bool TryGetPlayerCollisionTarget(out int playerEntityId, out float3 playerPosition)
|
||||
{
|
||||
playerEntityId = PlayerEntityId;
|
||||
playerPosition = default;
|
||||
|
||||
if (!TryGetAliveTargetableEntity(playerEntityId, out TargetableObject playerTarget))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Transform playerTransform = playerTarget.CachedTransform;
|
||||
if (playerTransform == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Vector3 position = playerTransform.position;
|
||||
playerPosition = new float3(position.x, position.y, position.z);
|
||||
return true;
|
||||
}
|
||||
|
||||
private static bool WasCollisionSourceActiveAtQueryTime(int sourceEntityId)
|
||||
{
|
||||
EntityBase sourceEntity = TryGetEntityById(sourceEntityId);
|
||||
if (sourceEntity == null || !sourceEntity.Available)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (sourceEntity is WeaponBase weapon)
|
||||
{
|
||||
return weapon.IsAttacking;
|
||||
}
|
||||
|
||||
if (sourceEntity is EnemyProjectile projectile)
|
||||
{
|
||||
return projectile.IsActive;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,115 @@
|
|||
using CustomEvent;
|
||||
using Definition.DataStruct;
|
||||
using Entity;
|
||||
using Entity.Weapon;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
#region Collision Presentation
|
||||
|
||||
private void DispatchProjectileHitPresentationEvent(int projectileEntityId, int sourceEntityId,
|
||||
int sourceOwnerEntityId, int targetEntityId, int damage, in Vector3 hitPosition)
|
||||
{
|
||||
if (!_dispatchProjectileHitPresentationEvent)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var eventComponent = GameEntry.Event;
|
||||
if (eventComponent == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
eventComponent.Fire(this, ProjectileHitPresentationEventArgs.Create(
|
||||
projectileEntityId,
|
||||
sourceEntityId,
|
||||
sourceOwnerEntityId,
|
||||
targetEntityId,
|
||||
damage,
|
||||
hitPosition,
|
||||
_dispatchProjectileHitMarkerEvent,
|
||||
_dispatchProjectileHitEffectEvent,
|
||||
_projectileHitPresentationEffectTypeId));
|
||||
}
|
||||
|
||||
private static bool TryResolveImpactSource(EntityBase sourceEntity, EntityBase ownerEntity,
|
||||
out EntityBase attacker, out ImpactData impactData)
|
||||
{
|
||||
if (TryResolveImpactFromEntity(sourceEntity, out impactData))
|
||||
{
|
||||
attacker = sourceEntity;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (TryResolveImpactFromEntity(ownerEntity, out impactData))
|
||||
{
|
||||
attacker = ownerEntity;
|
||||
return true;
|
||||
}
|
||||
|
||||
attacker = null;
|
||||
impactData = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool TryResolveImpactFromEntity(EntityBase entity, out ImpactData impactData)
|
||||
{
|
||||
if (entity is WeaponBase weapon)
|
||||
{
|
||||
impactData = weapon.GetImpactData();
|
||||
return true;
|
||||
}
|
||||
|
||||
if (entity is EnemyProjectile enemyProjectile)
|
||||
{
|
||||
impactData = enemyProjectile.GetImpactData();
|
||||
return true;
|
||||
}
|
||||
|
||||
if (entity is TargetableObject targetableObject)
|
||||
{
|
||||
impactData = targetableObject.GetImpactData();
|
||||
return true;
|
||||
}
|
||||
|
||||
impactData = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool TryGetAliveTargetableEntity(int entityId, out TargetableObject target)
|
||||
{
|
||||
target = null;
|
||||
|
||||
var enemyManager = GameEntry.EnemyManager;
|
||||
if (enemyManager != null && enemyManager.TryGetEnemy(entityId, out EntityBase enemyEntity))
|
||||
{
|
||||
if (enemyEntity is TargetableObject enemyTarget && enemyTarget.Available && !enemyTarget.IsDead)
|
||||
{
|
||||
target = enemyTarget;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
EntityBase entity = TryGetEntityById(entityId);
|
||||
if (entity is TargetableObject targetable && targetable.Available && !targetable.IsDead)
|
||||
{
|
||||
target = targetable;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private static EntityBase TryGetEntityById(int entityId)
|
||||
{
|
||||
var entityComponent = GameEntry.Entity;
|
||||
return entityComponent != null ? entityComponent.GetGameEntity(entityId) : null;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 882102e53dea40a2b5b596e1b41bbed6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,113 @@
|
|||
using Entity;
|
||||
using Entity.Weapon;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
#region Collision Requests
|
||||
|
||||
public bool TryRequestAreaCollision(int sourceEntityId, int sourceOwnerEntityId, in Vector3 center,
|
||||
float radius, int maxTargets = 16)
|
||||
{
|
||||
return TryRequestAreaCollisionInternal(sourceEntityId, sourceOwnerEntityId, in center, radius,
|
||||
maxTargets, CollisionShapeCircle, Vector3.forward, 180f);
|
||||
}
|
||||
|
||||
public bool TryRequestSectorCollision(int sourceEntityId, int sourceOwnerEntityId, in Vector3 center,
|
||||
float radius, in Vector3 direction, float halfAngleDeg, int maxTargets = 16)
|
||||
{
|
||||
return TryRequestAreaCollisionInternal(sourceEntityId, sourceOwnerEntityId, in center, radius,
|
||||
maxTargets, CollisionShapeSector, direction, halfAngleDeg);
|
||||
}
|
||||
|
||||
private bool TryRequestAreaCollisionInternal(int sourceEntityId, int sourceOwnerEntityId,
|
||||
in Vector3 center, float radius, int maxTargets, int shapeType, in Vector3 direction, float halfAngleDeg)
|
||||
{
|
||||
if (!_useSimulationMovement)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (sourceEntityId == 0 || radius <= 0f || maxTargets <= 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
int resolvedOwnerEntityId = sourceOwnerEntityId != 0 ? sourceOwnerEntityId : sourceEntityId;
|
||||
bool sourceWasActiveAtQueryTime = WasCollisionSourceActiveAtQueryTime(sourceEntityId);
|
||||
Vector3 normalizedDirection = direction;
|
||||
normalizedDirection.y = 0f;
|
||||
if (normalizedDirection.sqrMagnitude <= Mathf.Epsilon)
|
||||
{
|
||||
normalizedDirection = Vector3.forward;
|
||||
}
|
||||
else
|
||||
{
|
||||
normalizedDirection.Normalize();
|
||||
}
|
||||
|
||||
_areaCollisionRequests.Add(new AreaCollisionRequestData
|
||||
{
|
||||
SourceEntityId = sourceEntityId,
|
||||
SourceOwnerEntityId = resolvedOwnerEntityId,
|
||||
SourceWasActiveAtQueryTime = sourceWasActiveAtQueryTime,
|
||||
Center = center,
|
||||
Radius = Mathf.Max(0.01f, radius),
|
||||
MaxTargets = Mathf.Max(1, maxTargets),
|
||||
ShapeType = shapeType,
|
||||
Direction = normalizedDirection,
|
||||
HalfAngleDeg = Mathf.Clamp(halfAngleDeg, 0f, 180f)
|
||||
});
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private int GetPendingAreaCollisionRequestCount()
|
||||
{
|
||||
return _areaCollisionRequests.Count;
|
||||
}
|
||||
|
||||
private int EstimatePendingAreaCollisionCandidateCountFromRequests()
|
||||
{
|
||||
int expectedCount = 0;
|
||||
for (int i = 0; i < _areaCollisionRequests.Count; i++)
|
||||
{
|
||||
expectedCount += Mathf.Max(1, _areaCollisionRequests[i].MaxTargets);
|
||||
}
|
||||
|
||||
return expectedCount;
|
||||
}
|
||||
|
||||
private void ClearAreaCollisionTransientBuffers()
|
||||
{
|
||||
_areaCollisionRequests.Clear();
|
||||
_areaCollisionHitEvents.Clear();
|
||||
_areaCollisionHitDedupKeys.Clear();
|
||||
}
|
||||
|
||||
private static bool WasCollisionSourceActiveAtQueryTime(int sourceEntityId)
|
||||
{
|
||||
EntityBase sourceEntity = TryGetEntityById(sourceEntityId);
|
||||
if (sourceEntity == null || !sourceEntity.Available)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (sourceEntity is WeaponBase weapon)
|
||||
{
|
||||
return weapon.IsAttacking;
|
||||
}
|
||||
|
||||
if (sourceEntity is EnemyProjectile projectile)
|
||||
{
|
||||
return projectile.IsActive;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 56086ce3981e4ed5b95fdc54f7db85a3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -0,0 +1,324 @@
|
|||
using CustomDebugger;
|
||||
using CustomUtility;
|
||||
using Definition.DataStruct;
|
||||
using Definition.Enum;
|
||||
using Entity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
#region Collision Resolve
|
||||
|
||||
private void ResolveCollisionCandidatesOnMainThread()
|
||||
{
|
||||
if (!_collisionCandidates.IsCreated)
|
||||
{
|
||||
_lastResolvedAreaHitCount = 0;
|
||||
ClearAreaCollisionTransientBuffers();
|
||||
return;
|
||||
}
|
||||
|
||||
_projectileResolvedEntityIds.Clear();
|
||||
_areaCollisionHitEvents.Clear();
|
||||
_areaCollisionHitDedupKeys.Clear();
|
||||
|
||||
if (_collisionCandidates.Length == 0)
|
||||
{
|
||||
_lastResolvedAreaHitCount = 0;
|
||||
ClearAreaCollisionTransientBuffers();
|
||||
return;
|
||||
}
|
||||
|
||||
using (CustomProfilerMarker.Collision_ResolveProjectile.Auto())
|
||||
{
|
||||
for (int i = 0; i < _collisionCandidates.Length; i++)
|
||||
{
|
||||
CollisionCandidateData candidate = _collisionCandidates[i];
|
||||
if (candidate.SourceType == CollisionSourceTypeProjectile)
|
||||
{
|
||||
int projectileEntityId = candidate.SourceEntityId;
|
||||
if (_projectileResolvedEntityIds.Contains(projectileEntityId))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!TryGetActiveProjectileSimData(projectileEntityId, out _, out ProjectileSimData projectile))
|
||||
{
|
||||
_projectileResolvedEntityIds.Add(projectileEntityId);
|
||||
continue;
|
||||
}
|
||||
|
||||
bool shouldExpireProjectile = true;
|
||||
bool shouldDispatchPresentation = false;
|
||||
int damage = 0;
|
||||
Vector3 hitPosition = projectile.Position;
|
||||
if (TryGetAliveTargetableEntity(candidate.TargetEntityId, out TargetableObject target))
|
||||
{
|
||||
EntityBase sourceEntity = TryGetEntityById(candidate.SourceEntityId);
|
||||
EntityBase ownerEntity = TryGetEntityById(candidate.SourceOwnerEntityId);
|
||||
shouldExpireProjectile = ResolveProjectileHitAgainstTarget(target, sourceEntity,
|
||||
ownerEntity,
|
||||
in projectile,
|
||||
out damage, out hitPosition, out shouldDispatchPresentation);
|
||||
}
|
||||
|
||||
if (shouldDispatchPresentation)
|
||||
{
|
||||
DispatchProjectileHitPresentationEvent(projectileEntityId, candidate.SourceEntityId,
|
||||
candidate.SourceOwnerEntityId, candidate.TargetEntityId, damage, in hitPosition);
|
||||
}
|
||||
|
||||
if (shouldExpireProjectile)
|
||||
{
|
||||
MarkProjectileAsExpired(projectileEntityId);
|
||||
_projectileResolvedEntityIds.Add(projectileEntityId);
|
||||
}
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
if (candidate.SourceType == CollisionSourceTypeArea)
|
||||
{
|
||||
long dedupKey = (((long)candidate.QueryId) << 32) ^ (uint)candidate.TargetEntityId;
|
||||
if (!_areaCollisionHitDedupKeys.Add(dedupKey))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
_areaCollisionHitEvents.Add(new AreaCollisionHitEventData
|
||||
{
|
||||
QueryId = candidate.QueryId,
|
||||
SourceEntityId = candidate.SourceEntityId,
|
||||
SourceOwnerEntityId = candidate.SourceOwnerEntityId,
|
||||
TargetEntityId = candidate.TargetEntityId,
|
||||
SqrDistance = candidate.SqrDistance
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int resolvedAreaHitCount;
|
||||
using (CustomProfilerMarker.Collision_ResolveArea.Auto())
|
||||
{
|
||||
resolvedAreaHitCount = ResolveAreaCollisionHitsOnMainThread();
|
||||
}
|
||||
|
||||
_lastResolvedAreaHitCount = resolvedAreaHitCount;
|
||||
_projectileResolvedEntityIds.Clear();
|
||||
ClearAreaCollisionTransientBuffers();
|
||||
}
|
||||
|
||||
private bool ResolveProjectileHitAgainstTarget(TargetableObject target, EntityBase sourceEntity,
|
||||
EntityBase ownerEntity,
|
||||
in ProjectileSimData projectile, out int damage, out Vector3 hitPosition,
|
||||
out bool shouldDispatchPresentation)
|
||||
{
|
||||
damage = 0;
|
||||
hitPosition = projectile.Position;
|
||||
shouldDispatchPresentation = false;
|
||||
|
||||
if (target == null || !target.Available || target.IsDead)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (target.CachedTransform != null)
|
||||
{
|
||||
hitPosition = target.CachedTransform.position;
|
||||
}
|
||||
|
||||
if (!TryResolveImpactSource(sourceEntity, ownerEntity, out EntityBase attacker,
|
||||
out ImpactData sourceImpact))
|
||||
{
|
||||
shouldDispatchPresentation = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
ImpactData targetImpact = target.GetImpactData();
|
||||
if (AIUtility.GetRelation(targetImpact.Camp, sourceImpact.Camp) == RelationType.Friendly)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
damage = AIUtility.CalcDamageHP(sourceImpact.AttackBase, sourceImpact.AttackStat,
|
||||
targetImpact.DefenseStat,
|
||||
targetImpact.DodgeStat);
|
||||
shouldDispatchPresentation = true;
|
||||
if (damage <= 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
target.ApplyDamage(attacker ?? sourceEntity ?? ownerEntity, damage);
|
||||
return true;
|
||||
}
|
||||
|
||||
private int ResolveAreaCollisionHitsOnMainThread()
|
||||
{
|
||||
if (_areaCollisionHitEvents.Count == 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
int resolvedHitCount = 0;
|
||||
for (int i = 0; i < _areaCollisionHitEvents.Count; i++)
|
||||
{
|
||||
AreaCollisionHitEventData hitEvent = _areaCollisionHitEvents[i];
|
||||
if (!TryGetCollisionQueryByQueryId(hitEvent.QueryId, out CollisionQueryData query) ||
|
||||
query.SourceType != CollisionSourceTypeArea)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!query.SourceWasActiveAtQueryTime)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
EntityBase sourceEntity = TryGetEntityById(hitEvent.SourceEntityId);
|
||||
if (sourceEntity == null || !sourceEntity.Available)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!TryGetAliveTargetableEntity(hitEvent.TargetEntityId, out TargetableObject target))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!IsAreaTargetInsidePreciseShape(in query, target))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
AIUtility.PerformCollision(target, sourceEntity, true);
|
||||
resolvedHitCount++;
|
||||
}
|
||||
|
||||
return resolvedHitCount;
|
||||
}
|
||||
|
||||
private bool TryGetCollisionQueryByQueryId(int queryId, out CollisionQueryData query)
|
||||
{
|
||||
query = default;
|
||||
if (!_collisionQueryInputs.IsCreated || queryId < 0 || queryId >= _collisionQueryInputs.Length)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
CollisionQueryData direct = _collisionQueryInputs[queryId];
|
||||
if (direct.QueryId == queryId)
|
||||
{
|
||||
query = direct;
|
||||
return true;
|
||||
}
|
||||
|
||||
for (int i = 0; i < _collisionQueryInputs.Length; i++)
|
||||
{
|
||||
CollisionQueryData candidate = _collisionQueryInputs[i];
|
||||
if (candidate.QueryId != queryId)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
query = candidate;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool IsAreaTargetInsidePreciseShape(in CollisionQueryData query, TargetableObject target)
|
||||
{
|
||||
if (target == null || target.CachedTransform == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
Vector3 center = new Vector3(query.Position.x, query.Position.y, query.Position.z);
|
||||
Vector3 toTarget = target.CachedTransform.position - center;
|
||||
toTarget.y = 0f;
|
||||
|
||||
float radius = Mathf.Max(0.01f, query.Radius);
|
||||
float radiusSqr = radius * radius;
|
||||
float sqrDistance = toTarget.sqrMagnitude;
|
||||
if (sqrDistance > radiusSqr)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (query.ShapeType != CollisionShapeSector)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (sqrDistance <= Mathf.Epsilon)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
Vector3 forward = new Vector3(query.Direction.x, query.Direction.y, query.Direction.z);
|
||||
forward.y = 0f;
|
||||
if (forward.sqrMagnitude <= Mathf.Epsilon)
|
||||
{
|
||||
forward = Vector3.forward;
|
||||
}
|
||||
else
|
||||
{
|
||||
forward.Normalize();
|
||||
}
|
||||
|
||||
float halfAngle = Mathf.Clamp(query.HalfAngleDeg, 0f, 180f);
|
||||
float angle = Vector3.Angle(forward, toTarget.normalized);
|
||||
return angle <= halfAngle;
|
||||
}
|
||||
|
||||
private bool TryGetActiveProjectileSimData(int projectileEntityId, out int simulationIndex,
|
||||
out ProjectileSimData projectile)
|
||||
{
|
||||
simulationIndex = -1;
|
||||
projectile = default;
|
||||
|
||||
if (!ProjectileBinding.TryGetSimulationIndex(projectileEntityId, out int foundIndex) || foundIndex < 0 ||
|
||||
foundIndex >= _projectiles.Count)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
ProjectileSimData data = _projectiles[foundIndex];
|
||||
if (!data.Active || data.State != ProjectileStateActive)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
simulationIndex = foundIndex;
|
||||
projectile = data;
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool MarkProjectileAsExpired(int projectileEntityId)
|
||||
{
|
||||
if (!ProjectileBinding.TryGetSimulationIndex(projectileEntityId, out int simulationIndex) ||
|
||||
simulationIndex < 0 || simulationIndex >= _projectiles.Count)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
ProjectileSimData projectile = _projectiles[simulationIndex];
|
||||
projectile.Active = false;
|
||||
projectile.State = ProjectileStateExpired;
|
||||
projectile.RemainingLifetime = 0f;
|
||||
if (projectile.LifeTime > 0f && projectile.Age < projectile.LifeTime)
|
||||
{
|
||||
projectile.Age = projectile.LifeTime;
|
||||
}
|
||||
|
||||
_projectiles[simulationIndex] = projectile;
|
||||
return true;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 5261fa73dd9c4bfc91fcba0d5ca1bcb1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
|
@ -17,7 +17,11 @@ namespace Simulation
|
|||
// - DataChannel/SimulationWorld.JobDataChannel.cs: 本地 通道/缓冲区 持有者和数据的相互转换。
|
||||
// - Jobs/SimulationWorld.EnemyJobs.cs: 模拟通道 编排 + 敌人移动/分离 顺序执行
|
||||
// - Jobs/SimulationWorld.ProjectileJobs.cs: 投射物移动与回收
|
||||
// - Jobs/SimulationWorld.CollisionPipeline.cs: 碰撞请求的构造、过滤、求解流水线
|
||||
// - Jobs/SimulationWorld.CollisionPipeline.cs: 碰撞管线共享配置和状态
|
||||
// - Jobs/SimulationWorld.CollisionRequests.cs: area/sector 请求缓冲
|
||||
// - Jobs/SimulationWorld.CollisionBroadPhase.cs: broad-phase 候选构建和 Job 调度
|
||||
// - Jobs/SimulationWorld.CollisionResolve.cs: 主线程命中结算与 area settle
|
||||
// - Jobs/SimulationWorld.CollisionPresentation.cs: 命中表现事件和实体/impact 解析
|
||||
// - JobStruct/*.cs: burst job 内核和面向 job 的数据结构
|
||||
private const float DefaultAttackRange = 1f;
|
||||
private const int EnemyStateIdle = 0;
|
||||
|
|
|
|||
Loading…
Reference in New Issue