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:
parent
83f8a356f7
commit
6494ebc5fd
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@ -151,7 +151,10 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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_isMoving: 0
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_direction: {x: 0, y: 0, z: 0}
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_cachedTransform: {fileID: 0}
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_cachedTransform: {fileID: 7683855655592166216}
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_avoidEnemyOverlap: 0
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_enemyBodyRadius: 0.45
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_separationIterations: 2
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_speedBase: 0
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--- !u!114 &6353753365317756414
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MonoBehaviour:
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@ -191,8 +191,8 @@ Camera:
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near clip plane: 0.3
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far clip plane: 100
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field of view: 80
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orthographic: 0
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orthographic size: 5
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orthographic: 1
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orthographic size: 15
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m_Depth: 0
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m_CullingMask:
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serializedVersion: 2
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@ -18,6 +18,9 @@ namespace Components
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[SerializeField] private int _separationIterations = 2;
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public float Speed => (_speedBase + _movementStat.Value) * _movementStat.Percent;
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public bool AvoidEnemyOverlap => _avoidEnemyOverlap;
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public float EnemyBodyRadius => _enemyBodyRadius;
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public int SeparationIterations => _separationIterations;
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[SerializeField] private float _speedBase;
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private StatComponent _statComponent;
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@ -61,6 +64,8 @@ namespace Components
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public void OnReset()
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{
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Transform transformToUnregister = _cachedTransform;
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_speedBase = 0;
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_cachedTransform = null;
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_direction = Vector3.zero;
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@ -77,7 +82,7 @@ namespace Components
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_statComponent = null;
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UnregisterEnemyMover();
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UnregisterEnemyMover(transformToUnregister);
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}
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private void Move(float deltaTime = 0)
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@ -91,7 +96,7 @@ namespace Components
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if (_avoidEnemyOverlap)
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{
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nextPosition = EnemySeparationSolverProvider.Resolve(
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this,
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_cachedTransform,
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nextPosition,
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_direction,
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_separationIterations);
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@ -108,12 +113,12 @@ namespace Components
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{
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UnregisterEnemyMover();
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if (!_avoidEnemyOverlap) return;
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EnemySeparationSolverProvider.Register(this, _cachedTransform, _enemyBodyRadius);
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EnemySeparationSolverProvider.Register(_cachedTransform, _enemyBodyRadius);
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}
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private void UnregisterEnemyMover()
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private void UnregisterEnemyMover(Transform transform = null)
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{
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EnemySeparationSolverProvider.Unregister(this);
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EnemySeparationSolverProvider.Unregister(transform ?? _cachedTransform);
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}
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}
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}
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@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using Components;
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using DataTable;
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using Definition.Enum;
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using Entity;
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@ -252,6 +253,8 @@ namespace CustomComponent
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private static EnemySimData CreateEnemySimData(EnemyBase enemy, EnemyData enemyData)
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{
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MovementComponent movementComponent = enemy != null ? enemy.GetComponent<MovementComponent>() : null;
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return new EnemySimData
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{
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EntityId = enemy.Id,
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@ -259,6 +262,9 @@ namespace CustomComponent
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Forward = enemy.CachedTransform.forward,
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Speed = enemyData != null ? enemyData.SpeedBase : 0f,
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AttackRange = 1f,
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AvoidEnemyOverlap = movementComponent != null && movementComponent.AvoidEnemyOverlap,
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EnemyBodyRadius = movementComponent != null ? movementComponent.EnemyBodyRadius : 0.45f,
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SeparationIterations = movementComponent != null ? movementComponent.SeparationIterations : 2,
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TargetType = 0,
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State = 0
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};
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@ -9,4 +9,10 @@ public abstract class EnemyBase : TargetableObject
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public abstract override ImpactData GetImpactData();
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public virtual void SetTarget(Transform target) => _target = target;
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protected bool IsSimulationMovementEnabled()
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{
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var simulationWorld = GameEntry.SimulationWorld;
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return simulationWorld != null && simulationWorld.UseSimulationMovement;
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}
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}
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@ -54,6 +54,11 @@ namespace Entity
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protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
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{
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if (IsSimulationMovementEnabled())
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{
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return;
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}
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base.OnUpdate(elapseSeconds, realElapseSeconds);
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if (_target == null)
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@ -50,6 +50,11 @@ namespace Entity
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protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
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{
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if (IsSimulationMovementEnabled())
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{
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return;
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}
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base.OnUpdate(elapseSeconds, realElapseSeconds);
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if (_target == null)
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@ -5,7 +5,8 @@ using DataTable;
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using Entity;
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using GameFramework.Fsm;
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using GameFramework.Procedure;
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using UnityGameFramework.Runtime;
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using Simulation;
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using UnityEngine;
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namespace Procedure
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{
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@ -13,15 +14,15 @@ namespace Procedure
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{
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public override GameStateType GameStateType => GameStateType.Battle;
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private EnemyManagerComponent _enemyManager = null;
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private EnemyManagerComponent _enemyManager;
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private int _currentLevel = 0;
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private int _currentLevel;
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private float _levelTimeLeft = 0;
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private float _levelTimeLeft;
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private Player Player => _procedureGame.Player;
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private ProcedureGame _procedureGame = null;
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private ProcedureGame _procedureGame;
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public void AddBattleDuration(float seconds)
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{
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@ -65,6 +66,13 @@ namespace Procedure
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_enemyManager.OnUpdate(elapseSeconds, realElapseSeconds);
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SimulationWorld simulationWorld = GameEntry.SimulationWorld;
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if (simulationWorld != null)
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{
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Vector3 playerPosition = Player != null ? Player.CachedTransform.position : Vector3.zero;
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simulationWorld.Tick(new SimulationTickContext(elapseSeconds, realElapseSeconds, playerPosition));
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}
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_levelTimeLeft -= elapseSeconds;
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GameEntry.Event.Fire(this, LevelProcessEventArgs.Create((int)_levelTimeLeft));
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}
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@ -9,6 +9,9 @@ namespace Simulation
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public Vector3 Forward;
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public float Speed;
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public float AttackRange;
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public bool AvoidEnemyOverlap;
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public float EnemyBodyRadius;
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public int SeparationIterations;
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public int TargetType;
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public int State;
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}
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@ -1,10 +1,20 @@
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using System.Collections.Generic;
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using CustomUtility;
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using Entity;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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namespace Simulation
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{
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public sealed class SimulationWorld : GameFrameworkComponent
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{
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private const float DefaultAttackRange = 1f;
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private const int EnemyStateIdle = 0;
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private const int EnemyStateChasing = 1;
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private const int EnemyStateInAttackRange = 2;
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[SerializeField] private bool _useSimulationMovement;
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private readonly List<EnemySimData> _enemies = new List<EnemySimData>();
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private readonly List<ProjectileSimData> _projectiles = new List<ProjectileSimData>();
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private readonly List<PickupSimData> _pickups = new List<PickupSimData>();
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@ -16,6 +26,12 @@ namespace Simulation
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public IReadOnlyList<EnemySimData> Enemies => _enemies;
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public IReadOnlyList<ProjectileSimData> Projectiles => _projectiles;
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public IReadOnlyList<PickupSimData> Pickups => _pickups;
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public bool UseSimulationMovement => _useSimulationMovement;
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public void SetUseSimulationMovement(bool enabled)
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{
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_useSimulationMovement = enabled;
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}
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public int AddEnemy(in EnemySimData simData)
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{
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@ -136,7 +152,12 @@ namespace Simulation
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public void Tick(in SimulationTickContext context)
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{
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_ = context;
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if (!_useSimulationMovement)
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{
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return;
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}
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TickEnemies(in context);
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}
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public void Clear()
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@ -149,5 +170,91 @@ namespace Simulation
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ProjectileBinding.Clear();
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PickupBinding.Clear();
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}
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private void TickEnemies(in SimulationTickContext context)
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{
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if (_enemies.Count == 0 || context.DeltaTime <= 0f)
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{
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return;
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}
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Vector3 playerPosition = context.PlayerPosition;
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playerPosition.y = 0f;
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EntityComponent entityComponent = GameEntry.Entity;
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for (int i = 0; i < _enemies.Count; i++)
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{
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EnemySimData enemy = _enemies[i];
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EnemyBase enemyEntity = null;
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Transform enemyTransform = null;
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if (entityComponent != null &&
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entityComponent.GetGameEntity(enemy.EntityId) is EnemyBase runtimeEnemy &&
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runtimeEnemy.Available)
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{
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enemyEntity = runtimeEnemy;
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enemyTransform = runtimeEnemy.CachedTransform;
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}
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Vector3 currentPosition = enemy.Position;
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currentPosition.y = 0f;
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Vector3 toPlayer = playerPosition - currentPosition;
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float sqrDistance = toPlayer.sqrMagnitude;
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float attackRange = enemy.AttackRange > 0f ? enemy.AttackRange : DefaultAttackRange;
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float attackRangeSqr = attackRange * attackRange;
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if (sqrDistance <= attackRangeSqr)
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{
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enemy.State = EnemyStateInAttackRange;
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}
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else if (enemy.Speed <= 0f || sqrDistance <= float.Epsilon)
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{
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enemy.State = EnemyStateIdle;
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}
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else
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{
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Vector3 forward = toPlayer.normalized;
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enemy.Forward = forward;
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Vector3 desiredPosition = enemy.Position + forward * enemy.Speed * context.DeltaTime;
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if (enemy.AvoidEnemyOverlap && enemyTransform != null)
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{
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int separationIterations = enemy.SeparationIterations > 0 ? enemy.SeparationIterations : 1;
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desiredPosition = EnemySeparationSolverProvider.Resolve(
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enemyTransform,
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desiredPosition,
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forward,
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separationIterations);
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}
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enemy.Position = desiredPosition;
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enemy.State = EnemyStateChasing;
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}
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_enemies[i] = enemy;
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if (enemyEntity != null)
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{
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ApplyEnemyPresentation(enemyEntity, enemy);
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}
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}
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}
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private static void ApplyEnemyPresentation(EnemyBase enemyEntity, in EnemySimData enemyData)
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{
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if (enemyEntity == null || !enemyEntity.Available)
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{
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return;
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}
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enemyEntity.CachedTransform.position = enemyData.Position;
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Vector3 forward = enemyData.Forward;
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forward.y = 0f;
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if (forward.sqrMagnitude > float.Epsilon)
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{
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enemyEntity.CachedTransform.forward = forward.normalized;
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}
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}
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}
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}
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@ -1,6 +1,5 @@
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using System.Collections.Generic;
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using Components;
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using UnityEngine;
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namespace CustomUtility
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@ -9,12 +8,11 @@ namespace CustomUtility
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{
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private struct Registration
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{
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public Transform Transform;
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public float BodyRadius;
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}
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private static IEnemySeparationSolver _current = new GridBucketEnemySeparationSolver();
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private static readonly Dictionary<MovementComponent, Registration> Registrations = new();
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private static readonly Dictionary<Transform, Registration> Registrations = new();
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public static IEnemySeparationSolver Current => _current;
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public static string CurrentSolverName => _current.GetType().Name;
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@ -36,42 +34,41 @@ namespace CustomUtility
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SetSolver(new NaiveEnemySeparationSolver());
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}
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public static void Register(MovementComponent mover, Transform transform, float bodyRadius)
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public static void Register(Transform transform, float bodyRadius)
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{
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if (mover == null || transform == null) return;
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if (transform == null) return;
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var registration = new Registration
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{
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Transform = transform,
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BodyRadius = bodyRadius
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};
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Registrations[mover] = registration;
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_current.Register(mover, transform, bodyRadius);
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Registrations[transform] = registration;
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_current.Register(transform, bodyRadius);
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}
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public static void Unregister(MovementComponent mover)
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public static void Unregister(Transform transform)
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{
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if (mover == null) return;
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if (transform == null) return;
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_current.Unregister(mover);
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Registrations.Remove(mover);
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_current.Unregister(transform);
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Registrations.Remove(transform);
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}
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public static Vector3 Resolve(MovementComponent mover, Vector3 desiredPosition, Vector3 fallbackDirection,
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public static Vector3 Resolve(Transform transform, Vector3 desiredPosition, Vector3 fallbackDirection,
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int iterations)
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{
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return _current.Resolve(mover, desiredPosition, fallbackDirection, iterations);
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return _current.Resolve(transform, desiredPosition, fallbackDirection, iterations);
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}
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private static void ReRegisterAll()
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{
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foreach (var pair in Registrations)
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{
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MovementComponent mover = pair.Key;
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Transform transform = pair.Key;
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Registration registration = pair.Value;
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if (mover == null || registration.Transform == null) continue;
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if (transform == null) continue;
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_current.Register(mover, registration.Transform, registration.BodyRadius);
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_current.Register(transform, registration.BodyRadius);
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}
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}
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}
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@ -1,4 +1,3 @@
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using Components;
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using UnityEngine;
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namespace CustomUtility
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@ -14,12 +13,12 @@ namespace CustomUtility
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public int CellZ;
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}
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private readonly System.Collections.Generic.Dictionary<MovementComponent, Agent> _agents = new();
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private readonly System.Collections.Generic.Dictionary<Transform, Agent> _agents = new();
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private readonly System.Collections.Generic.Dictionary<long, System.Collections.Generic.List<MovementComponent>>
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private readonly System.Collections.Generic.Dictionary<long, System.Collections.Generic.List<Transform>>
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_buckets = new();
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private readonly System.Collections.Generic.List<MovementComponent> _recycle = new();
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private readonly System.Collections.Generic.List<Transform> _recycle = new();
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private readonly float _cellSize;
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private int _snapshotFrame = -1;
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@ -30,14 +29,14 @@ namespace CustomUtility
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_cellSize = Mathf.Max(0.1f, cellSize);
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}
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public void Register(MovementComponent mover, Transform transform, float bodyRadius)
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public void Register(Transform transform, float bodyRadius)
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{
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if (mover == null || transform == null) return;
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if (transform == null) return;
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if (!_agents.TryGetValue(mover, out var agent))
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if (!_agents.TryGetValue(transform, out var agent))
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{
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agent = new Agent();
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_agents.Add(mover, agent);
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_agents.Add(transform, agent);
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}
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agent.Transform = transform;
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@ -50,22 +49,22 @@ namespace CustomUtility
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_snapshotFrame = -1;
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}
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public void Unregister(MovementComponent mover)
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public void Unregister(Transform transform)
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{
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if (mover == null) return;
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if (!_agents.TryGetValue(mover, out var agent)) return;
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if (transform == null) return;
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if (!_agents.TryGetValue(transform, out var agent)) return;
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RemoveFromBucket(mover, agent.CellX, agent.CellZ);
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_agents.Remove(mover);
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RemoveFromBucket(transform, agent.CellX, agent.CellZ);
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_agents.Remove(transform);
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RecalculateMaxRadius();
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_snapshotFrame = -1;
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}
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public Vector3 Resolve(MovementComponent mover, Vector3 desiredPosition, Vector3 fallbackDirection,
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public Vector3 Resolve(Transform transform, Vector3 desiredPosition, Vector3 fallbackDirection,
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int iterations)
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{
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if (mover == null) return desiredPosition;
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if (!_agents.TryGetValue(mover, out var self)) return desiredPosition;
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if (transform == null) return desiredPosition;
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if (!_agents.TryGetValue(transform, out var self)) return desiredPosition;
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EnsureSnapshot();
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@ -90,9 +89,9 @@ namespace CustomUtility
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for (int i = 0; i < bucket.Count; i++)
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{
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MovementComponent otherMover = bucket[i];
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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;
|
||||
|
|
|
|||
|
|
@ -37,13 +37,13 @@
|
|||
- `EnemyManagerComponent` 继续负责刷怪与实体显隐,不改外部调用方式。
|
||||
- 完成标准:敌人数量统计与当前一致,无重复注册、无悬空索引。
|
||||
|
||||
- [ ] Checkpoint 3:建立 Simulation 主更新入口并接入 Battle 状态
|
||||
- [x] Checkpoint 3:建立 Simulation 主更新入口并接入 Battle 状态
|
||||
- 在 `GameStateBattle.OnUpdate` 中增加 `SimulationWorld.Tick(...)` 调用。
|
||||
- 先只接“敌人移动/追踪”系统,其他逻辑保持原路径。
|
||||
- 增加开关(建议 `UseSimulationMovement`)用于 A/B 对比与回滚。
|
||||
- 完成标准:关闭开关与当前行为一致;开启开关后敌人仍能正常追踪玩家。
|
||||
|
||||
- [ ] Checkpoint 4:迁移敌人核心移动逻辑到 Simulation(去 MonoBehaviour 核心逻辑)
|
||||
- [x] Checkpoint 4:迁移敌人核心移动逻辑到 Simulation(去 MonoBehaviour 核心逻辑)
|
||||
- 将 `MeleeEnemy/RemoteEnemy` 的目标追踪、移动方向、攻击距离判定迁至 Simulation。
|
||||
- `EnemySimData` 至少包含:`position`、`forward`、`speed`、`attackRange`、`targetType`、`state`。
|
||||
- `MeleeEnemy/RemoteEnemy.OnUpdate` 仅保留表现层或空实现(不再做核心移动计算)。
|
||||
|
|
|
|||
Loading…
Reference in New Issue