- 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
This commit is contained in:
SepComet
2026-02-20 18:08:27 +08:00
parent b4bc8b0445
commit 3742110e9a
196 changed files with 4868 additions and 31326 deletions
@@ -0,0 +1,78 @@
using System.Collections.Generic;
using Components;
using UnityEngine;
namespace CustomUtility
{
public static class EnemySeparationSolverProvider
{
private struct Registration
{
public Transform Transform;
public float BodyRadius;
}
private static IEnemySeparationSolver _current = new GridBucketEnemySeparationSolver();
private static readonly Dictionary<MovementComponent, Registration> Registrations = new();
public static IEnemySeparationSolver Current => _current;
public static string CurrentSolverName => _current.GetType().Name;
public static void SetSolver(IEnemySeparationSolver solver)
{
if (solver == null) return;
_current = solver;
ReRegisterAll();
}
public static void UseGridBucketSolver(float cellSize = 1f)
{
SetSolver(new GridBucketEnemySeparationSolver(cellSize));
}
public static void UseNaiveSolver()
{
SetSolver(new NaiveEnemySeparationSolver());
}
public static void Register(MovementComponent mover, Transform transform, float bodyRadius)
{
if (mover == null || transform == null) return;
var registration = new Registration
{
Transform = transform,
BodyRadius = bodyRadius
};
Registrations[mover] = registration;
_current.Register(mover, transform, bodyRadius);
}
public static void Unregister(MovementComponent mover)
{
if (mover == null) return;
_current.Unregister(mover);
Registrations.Remove(mover);
}
public static Vector3 Resolve(MovementComponent mover, Vector3 desiredPosition, Vector3 fallbackDirection,
int iterations)
{
return _current.Resolve(mover, desiredPosition, fallbackDirection, iterations);
}
private static void ReRegisterAll()
{
foreach (var pair in Registrations)
{
MovementComponent mover = pair.Key;
Registration registration = pair.Value;
if (mover == null || registration.Transform == null) continue;
_current.Register(mover, registration.Transform, registration.BodyRadius);
}
}
}
}
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using Components;
using UnityEngine;
namespace CustomUtility
{
public sealed class GridBucketEnemySeparationSolver : IEnemySeparationSolver
{
private sealed class Agent
{
public Transform Transform;
public float Radius;
public Vector3 Position;
public int CellX;
public int CellZ;
}
private readonly System.Collections.Generic.Dictionary<MovementComponent, Agent> _agents = new();
private readonly System.Collections.Generic.Dictionary<long, System.Collections.Generic.List<MovementComponent>>
_buckets = new();
private readonly System.Collections.Generic.List<MovementComponent> _recycle = new();
private readonly float _cellSize;
private int _snapshotFrame = -1;
private float _maxRadius = 0.45f;
public GridBucketEnemySeparationSolver(float cellSize = 1f)
{
_cellSize = Mathf.Max(0.1f, cellSize);
}
public void Register(MovementComponent mover, Transform transform, float bodyRadius)
{
if (mover == null || transform == null) return;
if (!_agents.TryGetValue(mover, out var agent))
{
agent = new Agent();
_agents.Add(mover, agent);
}
agent.Transform = transform;
agent.Radius = Mathf.Max(0.01f, bodyRadius);
if (agent.Radius > _maxRadius)
{
_maxRadius = agent.Radius;
}
_snapshotFrame = -1;
}
public void Unregister(MovementComponent mover)
{
if (mover == null) return;
if (!_agents.TryGetValue(mover, out var agent)) return;
RemoveFromBucket(mover, agent.CellX, agent.CellZ);
_agents.Remove(mover);
RecalculateMaxRadius();
_snapshotFrame = -1;
}
public Vector3 Resolve(MovementComponent mover, Vector3 desiredPosition, Vector3 fallbackDirection,
int iterations)
{
if (mover == null) return desiredPosition;
if (!_agents.TryGetValue(mover, out var self)) return desiredPosition;
EnsureSnapshot();
Vector3 candidate = desiredPosition;
candidate.y = 0f;
int effectiveIterations = Mathf.Max(1, iterations);
int queryRange = Mathf.Max(1, Mathf.CeilToInt((self.Radius + _maxRadius) / _cellSize));
Vector3 fallback = fallbackDirection.sqrMagnitude > 0.0001f ? fallbackDirection.normalized : Vector3.right;
fallback.y = 0f;
for (int iter = 0; iter < effectiveIterations; iter++)
{
int cellX = ToCell(candidate.x);
int cellZ = ToCell(candidate.z);
for (int dx = -queryRange; dx <= queryRange; dx++)
{
for (int dz = -queryRange; dz <= queryRange; dz++)
{
if (!_buckets.TryGetValue(CellKey(cellX + dx, cellZ + dz), out var bucket)) continue;
for (int i = 0; i < bucket.Count; i++)
{
MovementComponent otherMover = bucket[i];
if (otherMover == mover) continue;
if (!_agents.TryGetValue(otherMover, out var other)) continue;
Vector3 toSelf = candidate - other.Position;
float minDistance = self.Radius + other.Radius;
float minDistanceSq = minDistance * minDistance;
float sqrDistance = toSelf.sqrMagnitude;
if (sqrDistance <= Mathf.Epsilon)
{
candidate += fallback * (self.Radius * 0.25f);
continue;
}
if (sqrDistance >= minDistanceSq) continue;
float distance = Mathf.Sqrt(sqrDistance);
float penetration = minDistance - distance;
candidate += (toSelf / distance) * penetration;
}
}
}
}
SyncAgentPosition(mover, self, candidate);
candidate.y = desiredPosition.y;
return candidate;
}
private void EnsureSnapshot()
{
int frame = Time.frameCount;
if (_snapshotFrame == frame) return;
_snapshotFrame = frame;
_buckets.Clear();
_recycle.Clear();
foreach (var pair in _agents)
{
MovementComponent mover = pair.Key;
Agent agent = pair.Value;
if (mover == null || agent.Transform == null)
{
_recycle.Add(mover);
continue;
}
Vector3 position = agent.Transform.position;
position.y = 0f;
agent.Position = position;
agent.CellX = ToCell(position.x);
agent.CellZ = ToCell(position.z);
AddToBucket(mover, agent.CellX, agent.CellZ);
}
for (int i = 0; i < _recycle.Count; i++)
{
_agents.Remove(_recycle[i]);
}
}
private void SyncAgentPosition(MovementComponent mover, Agent agent, Vector3 position)
{
int newCellX = ToCell(position.x);
int newCellZ = ToCell(position.z);
if (agent.CellX != newCellX || agent.CellZ != newCellZ)
{
RemoveFromBucket(mover, agent.CellX, agent.CellZ);
AddToBucket(mover, newCellX, newCellZ);
agent.CellX = newCellX;
agent.CellZ = newCellZ;
}
agent.Position = position;
}
private void AddToBucket(MovementComponent mover, int cellX, int cellZ)
{
long key = CellKey(cellX, cellZ);
if (!_buckets.TryGetValue(key, out var list))
{
list = new System.Collections.Generic.List<MovementComponent>(8);
_buckets.Add(key, list);
}
list.Add(mover);
}
private void RemoveFromBucket(MovementComponent mover, int cellX, int cellZ)
{
long key = CellKey(cellX, cellZ);
if (!_buckets.TryGetValue(key, out var list)) return;
list.Remove(mover);
if (list.Count == 0)
{
_buckets.Remove(key);
}
}
private void RecalculateMaxRadius()
{
float max = 0.01f;
foreach (var pair in _agents)
{
if (pair.Value.Radius > max)
{
max = pair.Value.Radius;
}
}
_maxRadius = max;
}
private int ToCell(float value)
{
return Mathf.FloorToInt(value / _cellSize);
}
private static long CellKey(int x, int z)
{
return ((long)x << 32) ^ (uint)z;
}
}
}
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using Components;
using UnityEngine;
namespace CustomUtility
{
public interface IEnemySeparationSolver
{
void Register(MovementComponent mover, Transform transform, float bodyRadius);
void Unregister(MovementComponent mover);
Vector3 Resolve(MovementComponent mover, Vector3 desiredPosition, Vector3 fallbackDirection, int iterations);
}
}
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@@ -0,0 +1,90 @@
using Components;
using UnityEngine;
namespace CustomUtility
{
public sealed class NaiveEnemySeparationSolver : IEnemySeparationSolver
{
private sealed class Agent
{
public Transform Transform;
public float Radius;
}
private readonly System.Collections.Generic.Dictionary<MovementComponent, Agent> _agents = new();
private readonly System.Collections.Generic.List<MovementComponent> _agentKeys = new();
public void Register(MovementComponent mover, Transform transform, float bodyRadius)
{
if (mover == null || transform == null) return;
if (!_agents.TryGetValue(mover, out var agent))
{
agent = new Agent();
_agents.Add(mover, agent);
}
agent.Transform = transform;
agent.Radius = Mathf.Max(0.01f, bodyRadius);
}
public void Unregister(MovementComponent mover)
{
if (mover == null) return;
_agents.Remove(mover);
}
public Vector3 Resolve(MovementComponent mover, Vector3 desiredPosition, Vector3 fallbackDirection, int iterations)
{
if (mover == null) return desiredPosition;
if (!_agents.TryGetValue(mover, out var self)) return desiredPosition;
Vector3 candidate = desiredPosition;
candidate.y = 0f;
Vector3 fallback = fallbackDirection.sqrMagnitude > 0.0001f ? fallbackDirection.normalized : Vector3.right;
fallback.y = 0f;
_agentKeys.Clear();
foreach (var pair in _agents)
{
_agentKeys.Add(pair.Key);
}
int effectiveIterations = Mathf.Max(1, iterations);
for (int iter = 0; iter < effectiveIterations; iter++)
{
for (int i = 0; i < _agentKeys.Count; i++)
{
MovementComponent otherMover = _agentKeys[i];
if (otherMover == mover) continue;
if (!_agents.TryGetValue(otherMover, out var other)) continue;
if (other.Transform == null) continue;
Vector3 otherPosition = other.Transform.position;
otherPosition.y = 0f;
Vector3 toSelf = candidate - otherPosition;
float minDistance = self.Radius + other.Radius;
float minDistanceSq = minDistance * minDistance;
float sqrDistance = toSelf.sqrMagnitude;
if (sqrDistance <= Mathf.Epsilon)
{
candidate += fallback * (self.Radius * 0.25f);
continue;
}
if (sqrDistance >= minDistanceSq) continue;
float distance = Mathf.Sqrt(sqrDistance);
float penetration = minDistance - distance;
candidate += (toSelf / distance) * penetration;
}
}
candidate.y = desiredPosition.y;
return candidate;
}
}
}
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