- 补充游戏核心逻辑
- 完成 TodOList P0
- 添加游戏内控制台便于调试
- 增加敌人互斥机制提高运算负载
- 优化互斥算法将游戏性能基准线拉到 1k 敌人
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@@ -4,7 +4,8 @@ using System.Linq;
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using DataTable;
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using Definition.DataStruct;
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using Entity;
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using Game.Utility;
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using CustomUtility;
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using Procedure;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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#if ENABLE_INPUT_SYSTEM
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@@ -41,7 +42,7 @@ namespace CustomComponent
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protected override void Awake()
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{
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base.Awake();
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_windowId = GetInstanceID();
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}
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@@ -105,6 +106,7 @@ namespace CustomComponent
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{
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EnsurePropList(true);
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}
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GUILayout.EndHorizontal();
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ApplyFilter(_searchText);
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@@ -135,12 +137,14 @@ namespace CustomComponent
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{
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AddSelectedBuffToPlayer(selectedProp, _addCount);
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}
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GUILayout.EndHorizontal();
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}
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private void DrawBattleSection()
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{
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GUILayout.Label("Battle Debug");
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ProcedureGame procedure = GameEntry.Procedure.CurrentProcedure as ProcedureGame;
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EnemyManagerComponent enemyManager = GameEntry.EnemyManager;
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Player player = FindPlayer();
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@@ -150,8 +154,15 @@ namespace CustomComponent
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return;
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}
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if (procedure == null)
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{
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GUILayout.Label("ProcedureGame unavailable.");
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return;
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}
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GUILayout.Label($"Spawn Rate: {enemyManager.SpawnRateScale:F2}");
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GUILayout.Label($"Battle Time: {enemyManager.ElapsedBattleTime:F1}s / {enemyManager.BattleDuration:F1}s");
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GUILayout.Label($"Enemy Count: {enemyManager.CurrentEnemyCount}");
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GUILayout.BeginHorizontal();
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GUILayout.Label("Rate", GUILayout.Width(52f));
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@@ -165,16 +176,19 @@ namespace CustomComponent
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{
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enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
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}
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if (GUILayout.Button("x0.5", GUILayout.Width(60f)))
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{
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_spawnRateScaleInput = Mathf.Max(MinSpawnRate, enemyManager.SpawnRateScale * 0.5f);
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enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
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}
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if (GUILayout.Button("x2", GUILayout.Width(60f)))
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{
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_spawnRateScaleInput = enemyManager.SpawnRateScale * 2f;
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enemyManager.SetSpawnRateScale(_spawnRateScaleInput);
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}
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GUILayout.EndHorizontal();
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GUILayout.BeginHorizontal();
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@@ -187,21 +201,43 @@ namespace CustomComponent
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if (GUILayout.Button("Extend Battle", GUILayout.Height(24f)))
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{
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enemyManager.AddBattleDuration(_extendDurationSeconds);
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if (procedure.CurrentGameState is GameStateBattle gameState)
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{
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gameState.AddBattleDuration(_extendDurationSeconds);
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}
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}
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GUILayout.EndHorizontal();
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GUILayout.Label($"Player Weapon: {(player == null ? "Player not found" : (player.WeaponEnabled ? "Enabled" : "Disabled"))}");
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GUILayout.Space(4f);
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GUILayout.Label($"Enemy Separation Solver: {EnemySeparationSolverProvider.CurrentSolverName}");
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("Use Naive O(N^2)", GUILayout.Height(24f)))
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{
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EnemySeparationSolverProvider.UseNaiveSolver();
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}
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if (GUILayout.Button("Use Grid Bucket", GUILayout.Height(24f)))
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{
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EnemySeparationSolverProvider.UseGridBucketSolver();
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}
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GUILayout.EndHorizontal();
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GUILayout.Label(
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$"Player Weapon: {(player == null ? "Player not found" : (player.WeaponEnabled ? "Enabled" : "Disabled"))}");
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GUILayout.BeginHorizontal();
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GUI.enabled = player != null;
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if (GUILayout.Button("Disable Weapons", GUILayout.Height(24f)))
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{
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player.SetWeaponEnabled(false);
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}
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if (GUILayout.Button("Enable Weapons", GUILayout.Height(24f)))
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{
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player.SetWeaponEnabled(true);
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}
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GUI.enabled = true;
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GUILayout.EndHorizontal();
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}
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