第一批重构,主要是物理迁移脚本和部分命名空间的调整
- 结构上迁移文件,将脚本分成 Base/Runtime/Presentation/Procedure/Editor 五大文件夹 - 调整 DataTable 和 Definition 下脚本的命名空间 - 依据 UI-5层架构设计规范 拆分原先的 UI 到 Runtime 和 Presentation 下
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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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namespace Simulation
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{
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public sealed partial class SimulationWorld
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{
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[BurstCompile]
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private struct EnemySeparationBurstJob : IJobParallelFor
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{
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[ReadOnly] public NativeArray<EnemyJobOutputData> Inputs;
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[ReadOnly] public NativeParallelMultiHashMap<long, int> Buckets;
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[ReadOnly] public NativeArray<float2> PreviousPushes;
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public NativeArray<EnemyJobOutputData> Outputs;
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public NativeArray<float2> CurrentPushes;
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public float CellSize;
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public float MaxRadius;
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public float3 PlayerPosition;
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public float PushDamping;
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public float MaxStepScale;
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public bool UseTangentialInAttackRange;
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public float PushSmoothing;
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public void Execute(int index)
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{
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ExecuteEnemySeparation(
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index,
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Inputs,
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Buckets,
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Outputs,
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CellSize,
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MaxRadius,
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PlayerPosition,
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PushDamping,
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MaxStepScale,
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UseTangentialInAttackRange,
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PreviousPushes,
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CurrentPushes,
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PushSmoothing
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);
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}
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}
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private static void ExecuteEnemySeparation(
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int index,
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NativeArray<EnemyJobOutputData> inputs,
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NativeParallelMultiHashMap<long, int> buckets,
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NativeArray<EnemyJobOutputData> outputs,
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float cellSize,
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float maxRadius,
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float3 playerPosition,
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float pushDamping,
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float maxStepScale,
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bool useTangentialInAttackRange,
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NativeArray<float2> previousPushes,
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NativeArray<float2> currentPushes,
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float pushSmoothing
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)
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{
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currentPushes[index] = float2.zero;
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EnemyJobOutputData self = inputs[index];
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if (!self.AvoidEnemyOverlap)
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{
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outputs[index] = self;
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return;
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}
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float3 candidate = self.Position;
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candidate.y = 0f;
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float3 original = candidate;
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float3 fallback =
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math.normalizesafe(new float3(self.Forward.x, 0f, self.Forward.z), new float3(1f, 0f, 0f));
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float selfRadius = self.EnemyBodyRadius > 0f ? self.EnemyBodyRadius : 0.45f;
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int iterations = self.SeparationIterations > 0 ? self.SeparationIterations : 1;
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int queryRange = math.max(1, (int)math.ceil((selfRadius + maxRadius) / cellSize));
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for (int iter = 0; iter < iterations; iter++)
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{
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int cellX = (int)math.floor(candidate.x / cellSize);
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int cellZ = (int)math.floor(candidate.z / cellSize);
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float3 pushAccumulation = float3.zero;
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for (int dx = -queryRange; dx <= queryRange; dx++)
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{
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for (int dz = -queryRange; dz <= queryRange; dz++)
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{
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long key = SeparationCellKey(cellX + dx, cellZ + dz);
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if (!buckets.TryGetFirstValue(key, out int otherIndex,
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out NativeParallelMultiHashMapIterator<long> iterator))
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{
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continue;
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}
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do
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{
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if (otherIndex == index)
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{
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continue;
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}
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EnemyJobOutputData other = inputs[otherIndex];
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if (!other.AvoidEnemyOverlap)
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{
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continue;
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}
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float otherRadius = other.EnemyBodyRadius > 0f ? other.EnemyBodyRadius : 0.45f;
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float minDistance = selfRadius + otherRadius;
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float minDistanceSqr = minDistance * minDistance;
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float3 otherPosition = other.Position;
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otherPosition.y = 0f;
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float3 toSelf = candidate - otherPosition;
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float sqrDistance = math.lengthsq(toSelf);
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if (sqrDistance <= float.Epsilon)
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{
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float3 zeroDistanceAxis = GetZeroDistanceSeparationAxis(index, otherIndex);
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float directionSign = index < otherIndex ? 1f : -1f;
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pushAccumulation += zeroDistanceAxis * (selfRadius * 0.25f * directionSign);
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continue;
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}
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if (sqrDistance >= minDistanceSqr)
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{
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continue;
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}
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float distance = math.sqrt(sqrDistance);
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float penetration = minDistance - distance;
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pushAccumulation += (toSelf / distance) * penetration;
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} while (buckets.TryGetNextValue(out otherIndex, ref iterator));
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}
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}
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if (math.lengthsq(pushAccumulation) <= float.Epsilon)
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{
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continue;
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}
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float3 resolvedPush = pushAccumulation * pushDamping;
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float maxStep = selfRadius * maxStepScale;
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float pushLength = math.length(resolvedPush);
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if (pushLength > maxStep && pushLength > float.Epsilon)
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{
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resolvedPush = resolvedPush / pushLength * maxStep;
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}
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candidate += resolvedPush;
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}
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float3 framePush = candidate - original;
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float2 previousPush2 = previousPushes[index];
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float3 previousPush = new float3(previousPush2.x, 0f, previousPush2.y);
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float3 smoothedPush = SmoothSeparationPush(framePush, previousPush, pushSmoothing);
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if (useTangentialInAttackRange && self.State == EnemyStateInAttackRange)
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{
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smoothedPush = ProjectToTangential(smoothedPush, playerPosition, original);
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}
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float maxTotalStep = selfRadius * maxStepScale * iterations;
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float smoothedLength = math.length(smoothedPush);
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if (smoothedLength > maxTotalStep && smoothedLength > float.Epsilon)
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{
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smoothedPush = smoothedPush / smoothedLength * maxTotalStep;
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}
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float3 finalPosition = original + smoothedPush;
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currentPushes[index] = new float2(smoothedPush.x, smoothedPush.z);
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self.Position = new float3(finalPosition.x, self.Position.y, finalPosition.z);
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if (math.lengthsq(smoothedPush) > float.Epsilon)
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{
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self.Forward = new float3(fallback.x, self.Forward.y, fallback.z);
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}
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outputs[index] = self;
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}
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private static float3 SmoothSeparationPush(float3 framePush, float3 previousPush, float pushSmoothing)
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{
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float frameLengthSqr = math.lengthsq(framePush);
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float previousLengthSqr = math.lengthsq(previousPush);
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if (frameLengthSqr <= float.Epsilon)
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{
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return float3.zero;
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}
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if (previousLengthSqr <= float.Epsilon || pushSmoothing <= 0f)
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{
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return framePush;
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}
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float frameLength = math.sqrt(frameLengthSqr);
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float previousLength = math.sqrt(previousLengthSqr);
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float3 frameDirection = framePush / frameLength;
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float3 previousDirection = previousPush / previousLength;
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float directionAlignment = math.dot(frameDirection, previousDirection);
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if (directionAlignment >= 0.35f)
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{
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return framePush;
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}
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float directionalFactor = math.saturate((0.35f - directionAlignment) / 1.35f);
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float smoothingStrength = pushSmoothing * directionalFactor;
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return math.lerp(framePush, previousPush, smoothingStrength);
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}
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private static float3 ProjectToTangential(float3 push, float3 playerPosition, float3 currentPosition)
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{
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if (math.lengthsq(push) <= float.Epsilon)
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{
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return push;
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}
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float3 toPlayer = playerPosition - currentPosition;
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float toPlayerSqr = math.lengthsq(toPlayer);
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if (toPlayerSqr <= float.Epsilon)
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{
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return push;
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}
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float3 radialDirection = toPlayer / math.sqrt(toPlayerSqr);
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float radialOffset = math.dot(push, radialDirection);
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return push - radialDirection * radialOffset;
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}
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private static float3 GetZeroDistanceSeparationAxis(int index, int otherIndex)
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{
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int lowIndex = math.min(index, otherIndex);
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int highIndex = math.max(index, otherIndex);
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uint pairHash = (uint)(lowIndex * 73856093) ^ (uint)(highIndex * 19349663);
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float axisX = (pairHash & 1023u) / 511.5f - 1f;
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float axisZ = ((pairHash >> 10) & 1023u) / 511.5f - 1f;
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float3 axis = new float3(axisX, 0f, axisZ);
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return math.normalizesafe(axis, new float3(1f, 0f, 0f));
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}
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}
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}
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