Checkpoint 3 & Checkpoint 4:

- GameStateBattle 接入 Simulation 主更新入口
- SimulationWorld 增加开关 UseSimulationMovement(默认 false)
- SimulationWorld.Tick(...) 现在在开关开启时执行敌人追踪/移动模拟,基本还原 MovementComponent 功能(敌人互斥)
- 调整 IEnemySeparationSolver 系列方法,不再依赖 MovementComponent
This commit is contained in:
SepComet
2026-02-20 19:54:44 +08:00
parent 83f8a356f7
commit 6494ebc5fd
15 changed files with 229 additions and 87 deletions
@@ -1,6 +1,5 @@
using System.Collections.Generic;
using Components;
using UnityEngine;
namespace CustomUtility
@@ -9,12 +8,11 @@ namespace CustomUtility
{
private struct Registration
{
public Transform Transform;
public float BodyRadius;
}
private static IEnemySeparationSolver _current = new GridBucketEnemySeparationSolver();
private static readonly Dictionary<MovementComponent, Registration> Registrations = new();
private static readonly Dictionary<Transform, Registration> Registrations = new();
public static IEnemySeparationSolver Current => _current;
public static string CurrentSolverName => _current.GetType().Name;
@@ -36,42 +34,41 @@ namespace CustomUtility
SetSolver(new NaiveEnemySeparationSolver());
}
public static void Register(MovementComponent mover, Transform transform, float bodyRadius)
public static void Register(Transform transform, float bodyRadius)
{
if (mover == null || transform == null) return;
if (transform == null) return;
var registration = new Registration
{
Transform = transform,
BodyRadius = bodyRadius
};
Registrations[mover] = registration;
_current.Register(mover, transform, bodyRadius);
Registrations[transform] = registration;
_current.Register(transform, bodyRadius);
}
public static void Unregister(MovementComponent mover)
public static void Unregister(Transform transform)
{
if (mover == null) return;
if (transform == null) return;
_current.Unregister(mover);
Registrations.Remove(mover);
_current.Unregister(transform);
Registrations.Remove(transform);
}
public static Vector3 Resolve(MovementComponent mover, Vector3 desiredPosition, Vector3 fallbackDirection,
public static Vector3 Resolve(Transform transform, Vector3 desiredPosition, Vector3 fallbackDirection,
int iterations)
{
return _current.Resolve(mover, desiredPosition, fallbackDirection, iterations);
return _current.Resolve(transform, desiredPosition, fallbackDirection, iterations);
}
private static void ReRegisterAll()
{
foreach (var pair in Registrations)
{
MovementComponent mover = pair.Key;
Transform transform = pair.Key;
Registration registration = pair.Value;
if (mover == null || registration.Transform == null) continue;
if (transform == null) continue;
_current.Register(mover, registration.Transform, registration.BodyRadius);
_current.Register(transform, registration.BodyRadius);
}
}
}
@@ -1,4 +1,3 @@
using Components;
using UnityEngine;
namespace CustomUtility
@@ -14,12 +13,12 @@ namespace CustomUtility
public int CellZ;
}
private readonly System.Collections.Generic.Dictionary<MovementComponent, Agent> _agents = new();
private readonly System.Collections.Generic.Dictionary<Transform, Agent> _agents = new();
private readonly System.Collections.Generic.Dictionary<long, System.Collections.Generic.List<MovementComponent>>
private readonly System.Collections.Generic.Dictionary<long, System.Collections.Generic.List<Transform>>
_buckets = new();
private readonly System.Collections.Generic.List<MovementComponent> _recycle = new();
private readonly System.Collections.Generic.List<Transform> _recycle = new();
private readonly float _cellSize;
private int _snapshotFrame = -1;
@@ -30,14 +29,14 @@ namespace CustomUtility
_cellSize = Mathf.Max(0.1f, cellSize);
}
public void Register(MovementComponent mover, Transform transform, float bodyRadius)
public void Register(Transform transform, float bodyRadius)
{
if (mover == null || transform == null) return;
if (transform == null) return;
if (!_agents.TryGetValue(mover, out var agent))
if (!_agents.TryGetValue(transform, out var agent))
{
agent = new Agent();
_agents.Add(mover, agent);
_agents.Add(transform, agent);
}
agent.Transform = transform;
@@ -50,22 +49,22 @@ namespace CustomUtility
_snapshotFrame = -1;
}
public void Unregister(MovementComponent mover)
public void Unregister(Transform transform)
{
if (mover == null) return;
if (!_agents.TryGetValue(mover, out var agent)) return;
if (transform == null) return;
if (!_agents.TryGetValue(transform, out var agent)) return;
RemoveFromBucket(mover, agent.CellX, agent.CellZ);
_agents.Remove(mover);
RemoveFromBucket(transform, agent.CellX, agent.CellZ);
_agents.Remove(transform);
RecalculateMaxRadius();
_snapshotFrame = -1;
}
public Vector3 Resolve(MovementComponent mover, Vector3 desiredPosition, Vector3 fallbackDirection,
public Vector3 Resolve(Transform transform, Vector3 desiredPosition, Vector3 fallbackDirection,
int iterations)
{
if (mover == null) return desiredPosition;
if (!_agents.TryGetValue(mover, out var self)) return desiredPosition;
if (transform == null) return desiredPosition;
if (!_agents.TryGetValue(transform, out var self)) return desiredPosition;
EnsureSnapshot();
@@ -90,9 +89,9 @@ namespace CustomUtility
for (int i = 0; i < bucket.Count; i++)
{
MovementComponent otherMover = bucket[i];
if (otherMover == mover) continue;
if (!_agents.TryGetValue(otherMover, out var other)) continue;
Transform otherTransform = bucket[i];
if (otherTransform == transform) continue;
if (!_agents.TryGetValue(otherTransform, out var other)) continue;
Vector3 toSelf = candidate - other.Position;
float minDistance = self.Radius + other.Radius;
@@ -115,7 +114,7 @@ namespace CustomUtility
}
}
SyncAgentPosition(mover, self, candidate);
SyncAgentPosition(transform, self, candidate);
candidate.y = desiredPosition.y;
return candidate;
@@ -132,11 +131,11 @@ namespace CustomUtility
foreach (var pair in _agents)
{
MovementComponent mover = pair.Key;
Transform transform = pair.Key;
Agent agent = pair.Value;
if (mover == null || agent.Transform == null)
if (transform == null || agent.Transform == null)
{
_recycle.Add(mover);
_recycle.Add(transform);
continue;
}
@@ -146,7 +145,7 @@ namespace CustomUtility
agent.CellX = ToCell(position.x);
agent.CellZ = ToCell(position.z);
AddToBucket(mover, agent.CellX, agent.CellZ);
AddToBucket(transform, agent.CellX, agent.CellZ);
}
for (int i = 0; i < _recycle.Count; i++)
@@ -155,15 +154,15 @@ namespace CustomUtility
}
}
private void SyncAgentPosition(MovementComponent mover, Agent agent, Vector3 position)
private void SyncAgentPosition(Transform transform, 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);
RemoveFromBucket(transform, agent.CellX, agent.CellZ);
AddToBucket(transform, newCellX, newCellZ);
agent.CellX = newCellX;
agent.CellZ = newCellZ;
}
@@ -171,24 +170,24 @@ namespace CustomUtility
agent.Position = position;
}
private void AddToBucket(MovementComponent mover, int cellX, int cellZ)
private void AddToBucket(Transform transform, int cellX, int cellZ)
{
long key = CellKey(cellX, cellZ);
if (!_buckets.TryGetValue(key, out var list))
{
list = new System.Collections.Generic.List<MovementComponent>(8);
list = new System.Collections.Generic.List<Transform>(8);
_buckets.Add(key, list);
}
list.Add(mover);
list.Add(transform);
}
private void RemoveFromBucket(MovementComponent mover, int cellX, int cellZ)
private void RemoveFromBucket(Transform transform, int cellX, int cellZ)
{
long key = CellKey(cellX, cellZ);
if (!_buckets.TryGetValue(key, out var list)) return;
list.Remove(mover);
list.Remove(transform);
if (list.Count == 0)
{
_buckets.Remove(key);
@@ -1,12 +1,11 @@
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);
void Register(Transform transform, float bodyRadius);
void Unregister(Transform transform);
Vector3 Resolve(Transform transform, Vector3 desiredPosition, Vector3 fallbackDirection, int iterations);
}
}
}
@@ -1,4 +1,3 @@
using Components;
using UnityEngine;
namespace CustomUtility
@@ -11,33 +10,33 @@ namespace CustomUtility
public float Radius;
}
private readonly System.Collections.Generic.Dictionary<MovementComponent, Agent> _agents = new();
private readonly System.Collections.Generic.List<MovementComponent> _agentKeys = new();
private readonly System.Collections.Generic.Dictionary<Transform, Agent> _agents = new();
private readonly System.Collections.Generic.List<Transform> _agentKeys = new();
public void Register(MovementComponent mover, Transform transform, float bodyRadius)
public void Register(Transform transform, float bodyRadius)
{
if (mover == null || transform == null) return;
if (transform == null) return;
if (!_agents.TryGetValue(mover, out var agent))
if (!_agents.TryGetValue(transform, out var agent))
{
agent = new Agent();
_agents.Add(mover, agent);
_agents.Add(transform, agent);
}
agent.Transform = transform;
agent.Radius = Mathf.Max(0.01f, bodyRadius);
}
public void Unregister(MovementComponent mover)
public void Unregister(Transform transform)
{
if (mover == null) return;
_agents.Remove(mover);
if (transform == null) return;
_agents.Remove(transform);
}
public Vector3 Resolve(MovementComponent mover, Vector3 desiredPosition, Vector3 fallbackDirection, int iterations)
public Vector3 Resolve(Transform transform, Vector3 desiredPosition, Vector3 fallbackDirection, int iterations)
{
if (mover == null) return desiredPosition;
if (!_agents.TryGetValue(mover, out var self)) return desiredPosition;
if (transform == null) return desiredPosition;
if (!_agents.TryGetValue(transform, out var self)) return desiredPosition;
Vector3 candidate = desiredPosition;
candidate.y = 0f;
@@ -56,9 +55,9 @@ namespace CustomUtility
{
for (int i = 0; i < _agentKeys.Count; i++)
{
MovementComponent otherMover = _agentKeys[i];
if (otherMover == mover) continue;
if (!_agents.TryGetValue(otherMover, out var other)) continue;
Transform otherTransform = _agentKeys[i];
if (otherTransform == transform) continue;
if (!_agents.TryGetValue(otherTransform, out var other)) continue;
if (other.Transform == null) continue;
Vector3 otherPosition = other.Transform.position;