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
This commit is contained in:
SepComet
2026-06-02 19:12:34 +08:00
parent 56f74eee9a
commit 34c0784190
655 changed files with 1272 additions and 516 deletions
@@ -0,0 +1,111 @@
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
namespace Simulation
{
public sealed partial class SimulationWorld
{
[Header("Projectile Simulation")]
[Tooltip("Recycle projectile when horizontal distance to player exceeds this range. <=0 disables this rule.")]
[SerializeField]
private float _projectileMaxDistanceFromPlayer = 120f;
[Tooltip("Recycle projectile when vertical offset to player exceeds this range. <=0 disables this rule.")]
[SerializeField]
private float _projectileMaxVerticalOffsetFromPlayer = 30f;
#region Projectile Movement Job
private JobHandle ExecuteProjectileMovementJob(in SimulationTickContext context)
{
int projectileCount = _projectileJobInputs.Length;
if (projectileCount == 0)
{
return default;
}
if (context.DeltaTime <= 0f)
{
CopyProjectileInputsToOutputs();
return default;
}
float maxDistance = Mathf.Max(0f, _projectileMaxDistanceFromPlayer);
float maxSqrDistanceFromPlayer = maxDistance > 0f ? maxDistance * maxDistance : -1f;
float maxVerticalOffsetFromPlayer = Mathf.Max(0f, _projectileMaxVerticalOffsetFromPlayer);
float3 playerPosition =
new float3(context.PlayerPosition.x, context.PlayerPosition.y, context.PlayerPosition.z);
NativeArray<ProjectileJobInputData> inputArray = _projectileJobInputs.AsArray();
NativeArray<ProjectileJobOutputData> outputArray = _projectileJobOutputs.AsArray();
ProjectileMovementBurstJob burstJob = new ProjectileMovementBurstJob
{
Inputs = inputArray,
Outputs = outputArray,
DeltaTime = context.DeltaTime,
PlayerPosition = playerPosition,
MaxSqrDistanceFromPlayer = maxSqrDistanceFromPlayer,
MaxVerticalOffsetFromPlayer = maxVerticalOffsetFromPlayer
};
return burstJob.Schedule(projectileCount, 64);
}
#endregion
#region Projectile Cleanup
private void RecycleInactiveAndExpiredProjectiles()
{
_projectileRecycleEntityIds.Clear();
for (int i = 0; i < _projectiles.Count; i++)
{
ProjectileSimData projectile = _projectiles[i];
if (!ShouldRecycleProjectileSimData(projectile))
{
continue;
}
_projectileRecycleEntityIds.Add(projectile.EntityId);
}
if (_projectileRecycleEntityIds.Count == 0)
{
return;
}
var entityComponent = GameEntry.Entity;
for (int i = 0; i < _projectileRecycleEntityIds.Count; i++)
{
int entityId = _projectileRecycleEntityIds[i];
if (entityComponent != null)
{
entityComponent.HideEntity(entityId);
}
RemoveProjectileByEntityId(entityId);
}
_projectileRecycleEntityIds.Clear();
}
private static bool ShouldRecycleProjectileSimData(in ProjectileSimData projectile)
{
if (!projectile.Active)
{
return true;
}
if (projectile.State == ProjectileStateExpired)
{
return true;
}
return projectile.LifeTime > 0f && projectile.Age >= projectile.LifeTime;
}
#endregion
}
}