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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+36
@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using CustomUtility;
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using CustomComponent;
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namespace Entity.Weapon
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{
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@@ -12,6 +13,11 @@ namespace Entity.Weapon
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return null;
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}
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if (TrySelectFromSpatialIndex(weapon, maxSqrRange, out EntityBase indexedTarget))
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{
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return indexedTarget;
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}
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EntityBase target = null;
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float minSqrMagnitude = maxSqrRange > 0f ? maxSqrRange : float.MaxValue;
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@@ -28,5 +34,35 @@ namespace Entity.Weapon
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return target;
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}
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private static bool TrySelectFromSpatialIndex(WeaponBase weapon, float maxSqrRange, out EntityBase target)
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{
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target = null;
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if (weapon == null || maxSqrRange <= 0f || weapon.CachedTransform == null)
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{
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return false;
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}
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var simulationWorld = GameEntry.SimulationWorld;
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if (simulationWorld == null || !simulationWorld.UseSimulationMovement || !simulationWorld.UseJobSimulation)
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{
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return false;
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}
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if (!simulationWorld.TryGetNearestEnemyEntityId(weapon.CachedTransform.position, maxSqrRange,
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out int entityId))
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{
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return false;
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}
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EnemyManagerComponent enemyManager = GameEntry.EnemyManager;
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if (enemyManager == null || !enemyManager.TryGetEnemy(entityId, out EntityBase enemy))
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{
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return false;
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}
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target = enemy;
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return true;
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}
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}
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}
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