Checkpoint 3 fix
修复将互斥算法由同步转成异步产生的抖动问题
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@@ -20,6 +20,7 @@ namespace CustomComponent
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private EntityComponent _entity;
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private List<EntityBase> _enemies;
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private Dictionary<int, EntityBase> _enemyById;
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public List<EntityBase> Enemies => _enemies;
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@@ -58,6 +59,7 @@ namespace CustomComponent
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{
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_entity = GameEntry.Entity;
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_enemies = new List<EntityBase>();
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_enemyById = new Dictionary<int, EntityBase>();
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GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
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GameEntry.Event.Subscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
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@@ -69,6 +71,7 @@ namespace CustomComponent
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GameEntry.Event.Unsubscribe(HideEntityCompleteEventArgs.EventId, OnHideEntityComplete);
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_enemies = null;
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_enemyById = null;
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_entity = null;
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}
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@@ -157,6 +160,25 @@ namespace CustomComponent
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}
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_enemies.Clear();
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_enemyById?.Clear();
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}
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public bool TryGetEnemy(int entityId, out EntityBase enemy)
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{
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enemy = null;
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if (_enemyById == null || !_enemyById.TryGetValue(entityId, out EntityBase cachedEnemy))
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{
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return false;
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}
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if (cachedEnemy == null || !cachedEnemy.Available)
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{
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_enemyById.Remove(entityId);
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return false;
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}
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enemy = cachedEnemy;
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return true;
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}
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public void SetSpawnRateScale(float scale)
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@@ -218,6 +240,7 @@ namespace CustomComponent
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enemy.SetTarget(_player);
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RemoveEnemyFromCache(enemy.Id);
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_enemies.Add(enemy);
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_enemyById[enemy.Id] = enemy;
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}
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if (ne.EntityLogicType == typeof(Player))
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@@ -245,11 +268,21 @@ namespace CustomComponent
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private void RemoveEnemyFromCache(int entityId)
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{
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if (_enemyById != null)
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{
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_enemyById.Remove(entityId);
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}
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for (int i = _enemies.Count - 1; i >= 0; i--)
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{
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EntityBase cachedEnemy = _enemies[i];
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if (cachedEnemy == null || cachedEnemy.Id == entityId)
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{
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if (cachedEnemy != null && _enemyById != null)
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{
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_enemyById.Remove(cachedEnemy.Id);
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}
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_enemies.RemoveAt(i);
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}
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}
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