简单重构拆分 SimulationWorld
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namespace SepCore.Simulation
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{
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public readonly struct SimulationStats
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{
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public SimulationStats(int collisionCandidateCount, int pendingAreaCollisionRequestCount,
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int lastCollisionQueryCount, int lastProjectileCollisionQueryCount, int lastAreaCollisionQueryCount,
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int lastCollisionCandidateCount, int lastProjectileCollisionCandidateCount,
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int lastAreaCollisionCandidateCount, int lastResolvedAreaHitCount, float lastCollisionCellSize,
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bool lastCollisionHasEnemyTargets)
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{
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CollisionCandidateCount = collisionCandidateCount;
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PendingAreaCollisionRequestCount = pendingAreaCollisionRequestCount;
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LastCollisionQueryCount = lastCollisionQueryCount;
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LastProjectileCollisionQueryCount = lastProjectileCollisionQueryCount;
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LastAreaCollisionQueryCount = lastAreaCollisionQueryCount;
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LastCollisionCandidateCount = lastCollisionCandidateCount;
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LastProjectileCollisionCandidateCount = lastProjectileCollisionCandidateCount;
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LastAreaCollisionCandidateCount = lastAreaCollisionCandidateCount;
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LastResolvedAreaHitCount = lastResolvedAreaHitCount;
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LastCollisionCellSize = lastCollisionCellSize;
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LastCollisionHasEnemyTargets = lastCollisionHasEnemyTargets;
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}
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public int CollisionCandidateCount { get; }
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public int PendingAreaCollisionRequestCount { get; }
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public int LastCollisionQueryCount { get; }
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public int LastProjectileCollisionQueryCount { get; }
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public int LastAreaCollisionQueryCount { get; }
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public int LastCollisionCandidateCount { get; }
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public int LastProjectileCollisionCandidateCount { get; }
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public int LastAreaCollisionCandidateCount { get; }
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public int LastResolvedAreaHitCount { get; }
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public float LastCollisionCellSize { get; }
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public bool LastCollisionHasEnemyTargets { get; }
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}
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}
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