Checkpoint 5 & Checkpoint 6:
- SimulationWorld 只做逻辑计算与数据输出,不再直接写 Transform - 在 ShowEntitySuccess 中接入 Pickup/Projectile 占位注册: - Drop 走 UpsertPickup(...) - Bullet/Projectile 走 UpsertProjectile(...) - 在 HideEntityComplete 中接入对应回收: - Drop 走 RemovePickupByEntityId(...) - Bullet/Projectile 走 RemoveProjectileByEntityId(...) - 新增占位数据构造: - CreatePickupSimData(...) - CreateProjectileSimData(...) - 调整 EnemyManagerComponent 职责,现在只管“敌人相关”: - 敌人刷怪节奏 - 敌人列表缓存与计数 - 玩家引用与 enemy.SetTarget(...) - 新增嵌套类 SimulationWorld.Presentation,专门消费 EnemySimData 并回写 position/rotation - 新增嵌套类 SimulationWorld.EntitySync 负责“Simulation 同步”: - 监听 ShowEntitySuccess/HideEntityComplete - 同步 Enemy/Drop/Projectile 到 SimulationWorld - 敌人 SimData 构建、Pickup/Projectile 占位数据构建
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@@ -1,4 +1,4 @@
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//------------------------------------------------------------
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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@@ -46,7 +46,11 @@ public partial class GameEntry : MonoBehaviour
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EnemyManager = UnityGameFramework.Runtime.GameEntry.GetComponent<EnemyManagerComponent>();
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SimulationWorld = UnityGameFramework.Runtime.GameEntry.GetComponent<SimulationWorld>();
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if (SimulationWorld == null && Base != null)
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{
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SimulationWorld = Base.gameObject.AddComponent<SimulationWorld>();
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}
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SpriteCache = UnityGameFramework.Runtime.GameEntry.GetComponent<SpriteCacheComponent>();
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UIRouter = UnityGameFramework.Runtime.GameEntry.GetComponent<UIRouterComponent>();
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}
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}
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}
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