简单重构拆分 SimulationWorld

This commit is contained in:
2026-09-18 17:43:41 +08:00
parent 1e4d3ef8d7
commit 92e1ea0d55
109 changed files with 2605 additions and 1817 deletions
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using SepCore.Debugger;
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace SepCore.Simulation
{
internal static class CollisionQuerySystem
{
// 读写集:R EnemyTransform / EnemyMoveConfig / EnemyIdentity / CollisionQueryData(瞬时)
// W CollisionCandidateData(瞬时) / 敌人碰撞分桶
public static void BuildEnemyCollisionBuckets(EnemyStore enemies,
NativeParallelMultiHashMap<long, int> buckets, float cellSize)
{
buckets.Clear();
int enemyCount = enemies.Count;
if (enemyCount <= 0)
{
return;
}
BuildCollisionBucketsJob job = new BuildCollisionBucketsJob
{
Transforms = enemies.Transform.Data.AsArray(),
Buckets = buckets.AsParallelWriter(),
CellSize = cellSize
};
using (CustomProfilerMarker.TickEnemies_Complete.Auto())
{
job.Schedule(enemyCount, 64).Complete();
}
}
public static bool ScheduleCandidateQuery(NativeList<CollisionQueryData> queries,
NativeList<CollisionCandidateData> candidates, NativeParallelMultiHashMap<long, int> enemyBuckets,
EnemyStore enemies, bool hasEnemyTargets, bool hasPlayerTarget, int playerTargetEntityId,
float3 playerPosition, float cellSize, out JobHandle handle)
{
handle = default;
if (!queries.IsCreated || !candidates.IsCreated)
{
return false;
}
candidates.Clear();
int queryCount = queries.Length;
if (queryCount == 0)
{
return false;
}
QueryCollisionCandidatesJob job = new QueryCollisionCandidatesJob
{
Queries = queries.AsArray(),
EnemyBuckets = enemyBuckets,
EnemyTransforms = enemies.Transform.Data.AsArray(),
EnemyConfigs = enemies.MoveConfig.Data.AsArray(),
EnemyIdentities = enemies.Identity.Data.AsArray(),
Candidates = candidates.AsParallelWriter(),
HasEnemyTargets = hasEnemyTargets,
HasPlayerTarget = hasPlayerTarget,
PlayerTargetEntityId = playerTargetEntityId,
PlayerPosition = playerPosition,
CellSize = cellSize
};
handle = job.Schedule(queryCount, 64);
return true;
}
}
[BurstCompile]
internal struct BuildCollisionBucketsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<EnemyTransformSim> Transforms;
public NativeParallelMultiHashMap<long, int>.ParallelWriter Buckets;
public float CellSize;
public void Execute(int index)
{
float3 position = Transforms[index].Position;
int cellX = SimulationCell.ToCell(position.x, CellSize);
int cellZ = SimulationCell.ToCell(position.z, CellSize);
Buckets.Add(SimulationCell.Key(cellX, cellZ), index);
}
}
[BurstCompile]
internal struct QueryCollisionCandidatesJob : IJobParallelFor
{
[ReadOnly] public NativeArray<CollisionQueryData> Queries;
[ReadOnly] public NativeParallelMultiHashMap<long, int> EnemyBuckets;
[ReadOnly] public NativeArray<EnemyTransformSim> EnemyTransforms;
[ReadOnly] public NativeArray<EnemyMoveConfigSim> EnemyConfigs;
[ReadOnly] public NativeArray<EnemyIdentitySim> EnemyIdentities;
public NativeList<CollisionCandidateData>.ParallelWriter Candidates;
public bool HasEnemyTargets;
public bool HasPlayerTarget;
public int PlayerTargetEntityId;
public float3 PlayerPosition;
public float CellSize;
public void Execute(int index)
{
CollisionQueryData query = Queries[index];
int centerCellX = SimulationCell.ToCell(query.Position.x, CellSize);
int centerCellZ = SimulationCell.ToCell(query.Position.z, CellSize);
int queryRange = math.max(1, (int)math.ceil(query.Radius / CellSize));
int selectedCount = 0;
bool reachedLimit = false;
if (HasPlayerTarget && query.SourceEntityId != PlayerTargetEntityId &&
query.SourceOwnerEntityId != PlayerTargetEntityId)
{
float3 playerPosition = PlayerPosition;
if (query.SourceType == SimulationCollision.SourceTypeArea)
{
playerPosition.y = query.Position.y;
}
float3 playerDelta = playerPosition - query.Position;
float playerSqrDistance = math.lengthsq(playerDelta);
float playerRadiusSqr = query.Radius * query.Radius;
if (playerSqrDistance <= playerRadiusSqr)
{
Candidates.AddNoResize(new CollisionCandidateData
{
QueryId = query.QueryId,
SourceType = query.SourceType,
SourceEntityId = query.SourceEntityId,
SourceOwnerEntityId = query.SourceOwnerEntityId,
TargetEntityId = PlayerTargetEntityId,
SqrDistance = playerSqrDistance
});
selectedCount++;
if (selectedCount >= query.MaxTargets)
{
reachedLimit = true;
}
}
}
if (!HasEnemyTargets || reachedLimit)
{
return;
}
for (int dx = -queryRange; dx <= queryRange && !reachedLimit; dx++)
{
for (int dz = -queryRange; dz <= queryRange && !reachedLimit; dz++)
{
long key = SimulationCell.Key(centerCellX + dx, centerCellZ + dz);
if (!EnemyBuckets.TryGetFirstValue(key, out int enemyIndex,
out NativeParallelMultiHashMapIterator<long> iterator))
{
continue;
}
do
{
if (enemyIndex < 0 || enemyIndex >= EnemyTransforms.Length)
{
continue;
}
EnemyIdentitySim identity = EnemyIdentities[enemyIndex];
if (identity.EntityId == query.SourceOwnerEntityId)
{
continue;
}
EnemyTransformSim enemyTransform = EnemyTransforms[enemyIndex];
float deltaY = query.SourceType == SimulationCollision.SourceTypeArea
? 0f
: enemyTransform.Position.y - query.Position.y;
float3 delta = new float3(
enemyTransform.Position.x - query.Position.x,
deltaY,
enemyTransform.Position.z - query.Position.z);
float sqrDistance = math.lengthsq(delta);
float targetRadius = query.SourceType == SimulationCollision.SourceTypeArea
? math.max(0f, EnemyConfigs[enemyIndex].BodyRadius)
: 0f;
float effectiveRadius = query.Radius + targetRadius;
if (sqrDistance > effectiveRadius * effectiveRadius)
{
continue;
}
Candidates.AddNoResize(new CollisionCandidateData
{
QueryId = query.QueryId,
SourceType = query.SourceType,
SourceEntityId = query.SourceEntityId,
SourceOwnerEntityId = query.SourceOwnerEntityId,
TargetEntityId = identity.EntityId,
SqrDistance = sqrDistance
});
selectedCount++;
if (selectedCount >= query.MaxTargets)
{
reachedLimit = true;
break;
}
} while (EnemyBuckets.TryGetNextValue(out enemyIndex, ref iterator));
}
}
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,94 @@
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace SepCore.Simulation
{
internal static class EnemyMovementSystem
{
// 读写集:R EnemyTransform / EnemyMoveInput / EnemyAttack;W EnemyTransform / EnemyBehavior
public static JobHandle Schedule(EnemyStore enemies, float deltaTime, float3 playerPosition,
JobHandle dependency)
{
int enemyCount = enemies.Count;
if (enemyCount == 0)
{
return dependency;
}
EnemyMovementJob job = new EnemyMovementJob
{
Transforms = enemies.Transform.Data.AsArray(),
MoveInputs = enemies.MoveInput.Data.AsArray(),
Attacks = enemies.Attack.Data.AsArray(),
Behaviors = enemies.Behavior.Data.AsArray(),
DeltaTime = deltaTime,
PlayerPosition = playerPosition
};
return job.Schedule(enemyCount, 64, dependency);
}
}
[BurstCompile]
internal struct EnemyMovementJob : IJobParallelFor
{
public NativeArray<EnemyTransformSim> Transforms;
[ReadOnly] public NativeArray<EnemyMoveInputSim> MoveInputs;
[ReadOnly] public NativeArray<EnemyAttackSim> Attacks;
public NativeArray<EnemyBehaviorSim> Behaviors;
public float DeltaTime;
public float3 PlayerPosition;
public void Execute(int index)
{
EnemyMoveInputSim moveInput = MoveInputs[index];
EnemyAttackSim attack = Attacks[index];
EnemyTransformSim transform = Transforms[index];
float attackRange = attack.AttackRange > 0f ? attack.AttackRange : EnemyAttackSim.DefaultAttackRange;
float attackRangeSqr = attackRange * attackRange;
float3 currentPosition = transform.Position;
float3 horizontalPosition = new float3(currentPosition.x, 0f, currentPosition.z);
float3 toPlayer = PlayerPosition - horizontalPosition;
float sqrDistance = math.lengthsq(toPlayer);
bool isInAttackRange = sqrDistance <= attackRangeSqr;
bool canChase = !isInAttackRange && moveInput.Speed > 0f && sqrDistance > float.Epsilon;
float3 forward = transform.Forward;
float3 desiredPosition = currentPosition;
quaternion rotation = transform.Rotation;
if (canChase)
{
forward = math.normalizesafe(toPlayer, forward);
desiredPosition = currentPosition + forward * moveInput.Speed * DeltaTime;
if (math.lengthsq(forward) > float.Epsilon)
{
rotation = quaternion.LookRotationSafe(forward, math.up());
}
}
int nextState;
if (isInAttackRange)
{
nextState = EnemyBehaviorSim.StateInAttackRange;
}
else if (canChase)
{
nextState = EnemyBehaviorSim.StateChasing;
}
else
{
nextState = EnemyBehaviorSim.StateIdle;
}
transform.Position = desiredPosition;
transform.Forward = forward;
transform.Rotation = rotation;
Transforms[index] = transform;
Behaviors[index] = new EnemyBehaviorSim { State = nextState };
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,311 @@
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace SepCore.Simulation
{
internal readonly struct EnemySeparationSettings
{
public EnemySeparationSettings(float cellSize, float maxRadius, float pushDamping, float maxStepScale,
bool useTangentialInAttackRange, float pushSmoothing)
{
CellSize = cellSize;
MaxRadius = maxRadius;
PushDamping = pushDamping;
MaxStepScale = maxStepScale;
UseTangentialInAttackRange = useTangentialInAttackRange;
PushSmoothing = pushSmoothing;
}
public float CellSize { get; }
public float MaxRadius { get; }
public float PushDamping { get; }
public float MaxStepScale { get; }
public bool UseTangentialInAttackRange { get; }
public float PushSmoothing { get; }
}
internal static class EnemySeparationSystem
{
// 读写集:R EnemyTransform / EnemyMoveConfig / EnemyBehavior / EnemySeparation(PreviousPush)
// W EnemyTransform(经分离 scratch 由 Commit 写回)/ EnemySeparation(PreviousPush)
public static JobHandle Schedule(EnemyStore enemies, NativeParallelMultiHashMap<long, int> buckets,
NativeList<EnemyTransformSim> separatedTransforms, in EnemySeparationSettings settings,
float3 playerPosition, JobHandle dependency)
{
int enemyCount = enemies.Count;
if (enemyCount <= 0)
{
return dependency;
}
NativeArray<EnemyTransformSim> transformArray = enemies.Transform.Data.AsArray();
NativeArray<EnemyMoveConfigSim> configArray = enemies.MoveConfig.Data.AsArray();
NativeArray<EnemyBehaviorSim> behaviorArray = enemies.Behavior.Data.AsArray();
NativeArray<EnemyTransformSim> separatedTransformArray = separatedTransforms.AsArray();
NativeArray<EnemySeparationSim> separationArray = enemies.Separation.Data.AsArray();
BuildEnemySeparationBucketsJob buildJob = new BuildEnemySeparationBucketsJob
{
Transforms = transformArray,
MoveConfigs = configArray,
Buckets = buckets.AsParallelWriter(),
CellSize = settings.CellSize
};
JobHandle buildHandle = buildJob.Schedule(enemyCount, 64, dependency);
EnemySeparationJob separationJob = new EnemySeparationJob
{
Transforms = transformArray,
MoveConfigs = configArray,
Behaviors = behaviorArray,
Buckets = buckets,
SeparatedTransforms = separatedTransformArray,
Separations = separationArray,
CellSize = settings.CellSize,
MaxRadius = settings.MaxRadius,
PlayerPosition = playerPosition,
PushDamping = settings.PushDamping,
MaxStepScale = settings.MaxStepScale,
UseTangentialInAttackRange = settings.UseTangentialInAttackRange,
PushSmoothing = settings.PushSmoothing
};
return separationJob.Schedule(enemyCount, 64, buildHandle);
}
public static void Commit(EnemyStore enemies, NativeList<EnemyTransformSim> separatedTransforms,
int enemyCount)
{
for (int i = 0; i < enemyCount; i++)
{
enemies.Transform[i] = separatedTransforms[i];
}
}
}
[BurstCompile]
internal struct BuildEnemySeparationBucketsJob : IJobParallelFor
{
[ReadOnly] public NativeArray<EnemyTransformSim> Transforms;
[ReadOnly] public NativeArray<EnemyMoveConfigSim> MoveConfigs;
public NativeParallelMultiHashMap<long, int>.ParallelWriter Buckets;
public float CellSize;
public void Execute(int index)
{
if (!MoveConfigs[index].AvoidOverlap)
{
return;
}
float3 position = Transforms[index].Position;
position.y = 0f;
int cellX = SimulationCell.ToCell(position.x, CellSize);
int cellZ = SimulationCell.ToCell(position.z, CellSize);
Buckets.Add(SimulationCell.Key(cellX, cellZ), index);
}
}
[BurstCompile]
internal struct EnemySeparationJob : IJobParallelFor
{
[ReadOnly] public NativeArray<EnemyTransformSim> Transforms;
[ReadOnly] public NativeArray<EnemyMoveConfigSim> MoveConfigs;
[ReadOnly] public NativeArray<EnemyBehaviorSim> Behaviors;
[ReadOnly] public NativeParallelMultiHashMap<long, int> Buckets;
public NativeArray<EnemyTransformSim> SeparatedTransforms;
public NativeArray<EnemySeparationSim> Separations;
public float CellSize;
public float MaxRadius;
public float3 PlayerPosition;
public float PushDamping;
public float MaxStepScale;
public bool UseTangentialInAttackRange;
public float PushSmoothing;
public void Execute(int index)
{
EnemyMoveConfigSim selfConfig = MoveConfigs[index];
if (!selfConfig.AvoidOverlap)
{
SeparatedTransforms[index] = Transforms[index];
return;
}
EnemyTransformSim self = Transforms[index];
float3 candidate = self.Position;
candidate.y = 0f;
float3 original = candidate;
float3 fallback =
math.normalizesafe(new float3(self.Forward.x, 0f, self.Forward.z), new float3(1f, 0f, 0f));
float selfRadius = selfConfig.BodyRadius > 0f ? selfConfig.BodyRadius : 0.45f;
int iterations = selfConfig.SeparationIterations > 0 ? selfConfig.SeparationIterations : 1;
int queryRange = math.max(1, (int)math.ceil((selfRadius + MaxRadius) / CellSize));
for (int iter = 0; iter < iterations; iter++)
{
int cellX = SimulationCell.ToCell(candidate.x, CellSize);
int cellZ = SimulationCell.ToCell(candidate.z, CellSize);
float3 pushAccumulation = float3.zero;
for (int dx = -queryRange; dx <= queryRange; dx++)
{
for (int dz = -queryRange; dz <= queryRange; dz++)
{
long key = SimulationCell.Key(cellX + dx, cellZ + dz);
if (!Buckets.TryGetFirstValue(key, out int otherIndex,
out NativeParallelMultiHashMapIterator<long> iterator))
{
continue;
}
do
{
if (otherIndex == index)
{
continue;
}
EnemyMoveConfigSim otherConfig = MoveConfigs[otherIndex];
if (!otherConfig.AvoidOverlap)
{
continue;
}
float otherRadius = otherConfig.BodyRadius > 0f ? otherConfig.BodyRadius : 0.45f;
float minDistance = selfRadius + otherRadius;
float minDistanceSqr = minDistance * minDistance;
float3 otherPosition = Transforms[otherIndex].Position;
otherPosition.y = 0f;
float3 toSelf = candidate - otherPosition;
float sqrDistance = math.lengthsq(toSelf);
if (sqrDistance <= float.Epsilon)
{
float3 zeroDistanceAxis = GetZeroDistanceSeparationAxis(index, otherIndex);
float directionSign = index < otherIndex ? 1f : -1f;
pushAccumulation += zeroDistanceAxis * (selfRadius * 0.25f * directionSign);
continue;
}
if (sqrDistance >= minDistanceSqr)
{
continue;
}
float distance = math.sqrt(sqrDistance);
float penetration = minDistance - distance;
pushAccumulation += (toSelf / distance) * penetration;
} while (Buckets.TryGetNextValue(out otherIndex, ref iterator));
}
}
if (math.lengthsq(pushAccumulation) <= float.Epsilon)
{
continue;
}
float3 resolvedPush = pushAccumulation * PushDamping;
float maxStep = selfRadius * MaxStepScale;
float pushLength = math.length(resolvedPush);
if (pushLength > maxStep && pushLength > float.Epsilon)
{
resolvedPush = resolvedPush / pushLength * maxStep;
}
candidate += resolvedPush;
}
float3 framePush = candidate - original;
float2 previousPush2 = Separations[index].PreviousPush;
float3 previousPush = new float3(previousPush2.x, 0f, previousPush2.y);
float3 smoothedPush = SmoothSeparationPush(framePush, previousPush, PushSmoothing);
if (UseTangentialInAttackRange && Behaviors[index].State == EnemyBehaviorSim.StateInAttackRange)
{
smoothedPush = ProjectToTangential(smoothedPush, PlayerPosition, original);
}
float maxTotalStep = selfRadius * MaxStepScale * iterations;
float smoothedLength = math.length(smoothedPush);
if (smoothedLength > maxTotalStep && smoothedLength > float.Epsilon)
{
smoothedPush = smoothedPush / smoothedLength * maxTotalStep;
}
float3 finalPosition = original + smoothedPush;
Separations[index] = new EnemySeparationSim { PreviousPush = new float2(smoothedPush.x, smoothedPush.z) };
self.Position = new float3(finalPosition.x, self.Position.y, finalPosition.z);
if (math.lengthsq(smoothedPush) > float.Epsilon)
{
self.Forward = new float3(fallback.x, self.Forward.y, fallback.z);
}
SeparatedTransforms[index] = self;
}
private static float3 SmoothSeparationPush(float3 framePush, float3 previousPush, float pushSmoothing)
{
float frameLengthSqr = math.lengthsq(framePush);
float previousLengthSqr = math.lengthsq(previousPush);
if (frameLengthSqr <= float.Epsilon)
{
return float3.zero;
}
if (previousLengthSqr <= float.Epsilon || pushSmoothing <= 0f)
{
return framePush;
}
float frameLength = math.sqrt(frameLengthSqr);
float previousLength = math.sqrt(previousLengthSqr);
float3 frameDirection = framePush / frameLength;
float3 previousDirection = previousPush / previousLength;
float directionAlignment = math.dot(frameDirection, previousDirection);
if (directionAlignment >= 0.35f)
{
return framePush;
}
float directionalFactor = math.saturate((0.35f - directionAlignment) / 1.35f);
float smoothingStrength = pushSmoothing * directionalFactor;
return math.lerp(framePush, previousPush, smoothingStrength);
}
private static float3 ProjectToTangential(float3 push, float3 playerPosition, float3 currentPosition)
{
if (math.lengthsq(push) <= float.Epsilon)
{
return push;
}
float3 toPlayer = playerPosition - currentPosition;
float toPlayerSqr = math.lengthsq(toPlayer);
if (toPlayerSqr <= float.Epsilon)
{
return push;
}
float3 radialDirection = toPlayer / math.sqrt(toPlayerSqr);
float radialOffset = math.dot(push, radialDirection);
return push - radialDirection * radialOffset;
}
private static float3 GetZeroDistanceSeparationAxis(int index, int otherIndex)
{
int lowIndex = math.min(index, otherIndex);
int highIndex = math.max(index, otherIndex);
uint pairHash = (uint)(lowIndex * 73856093) ^ (uint)(highIndex * 19349663);
float axisX = (pairHash & 1023u) / 511.5f - 1f;
float axisZ = ((pairHash >> 10) & 1023u) / 511.5f - 1f;
float3 axis = new float3(axisX, 0f, axisZ);
return math.normalizesafe(axis, new float3(1f, 0f, 0f));
}
}
}
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@@ -0,0 +1,99 @@
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace SepCore.Simulation
{
internal static class PickupMovementSystem
{
// 读写集:R/W PickupTransform / PickupState; R PickupIdentity / PickupRadius
// W CollectedPickups
public static JobHandle Schedule(PickupStore pickups, NativeList<int> collectedPickups,
float deltaTime, float3 playerPosition, float absorbRange, float absorbSpeed, float collectDistance,
JobHandle dependency)
{
int pickupCount = pickups.Count;
if (pickupCount == 0)
{
return dependency;
}
PickupMovementJob job = new PickupMovementJob
{
Transforms = pickups.Transform.Data.AsArray(),
States = pickups.State.Data.AsArray(),
Identities = pickups.Identity.Data.AsArray(),
Radii = pickups.Radius.Data.AsArray(),
CollectedPickups = collectedPickups.AsParallelWriter(),
PlayerPosition = playerPosition,
AbsorbRange = math.max(0f, absorbRange),
AbsorbSpeed = math.max(0f, absorbSpeed),
CollectDistance = math.max(0f, collectDistance),
DeltaTime = deltaTime
};
return job.Schedule(pickupCount, 64, dependency);
}
}
[BurstCompile]
internal struct PickupMovementJob : IJobParallelFor
{
public NativeArray<PickupTransformSim> Transforms;
public NativeArray<PickupStateSim> States;
[ReadOnly] public NativeArray<PickupIdentitySim> Identities;
[ReadOnly] public NativeArray<PickupRadiusSim> Radii;
public NativeList<int>.ParallelWriter CollectedPickups;
public float3 PlayerPosition;
public float AbsorbRange;
public float AbsorbSpeed;
public float CollectDistance;
public float DeltaTime;
public void Execute(int index)
{
PickupTransformSim transform = Transforms[index];
PickupStateSim state = States[index];
PickupIdentitySim identity = Identities[index];
PickupRadiusSim radius = Radii[index];
float3 currentPosition = transform.Position;
float3 horizontalPosition = new float3(currentPosition.x, 0f, currentPosition.z);
float3 toPlayer = PlayerPosition - horizontalPosition;
float sqrDistance = math.lengthsq(toPlayer);
float effectiveCollectDistance = math.max(CollectDistance, radius.Radius);
float sqrCollectDistance = effectiveCollectDistance * effectiveCollectDistance;
if (sqrDistance <= sqrCollectDistance)
{
CollectedPickups.AddNoResize(identity.EntityId);
return;
}
bool isAbsorbing = state.State == PickupStateSim.StateAbsorbing;
bool shouldAbsorb = isAbsorbing || (AbsorbRange > 0f && sqrDistance <= AbsorbRange * AbsorbRange);
if (shouldAbsorb && AbsorbSpeed > 0f && sqrDistance > float.Epsilon)
{
state.State = PickupStateSim.StateAbsorbing;
float distance = math.sqrt(sqrDistance);
float step = AbsorbSpeed * DeltaTime;
if (step >= distance)
{
transform.Position = new float3(PlayerPosition.x, currentPosition.y, PlayerPosition.z);
CollectedPickups.AddNoResize(identity.EntityId);
}
else
{
float3 direction = toPlayer / distance;
transform.Position = currentPosition + direction * step;
}
Transforms[index] = transform;
States[index] = state;
}
}
}
}
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@@ -0,0 +1,87 @@
using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
namespace SepCore.Simulation
{
internal static class ProjectileMovementSystem
{
// 读写集:R/W ProjectileTransform / ProjectileVelocity / ProjectileLife
public static JobHandle Schedule(ProjectileStore projectiles, float deltaTime, float3 playerPosition,
float maxDistanceFromPlayer, float maxVerticalOffsetFromPlayer, JobHandle dependency)
{
int projectileCount = projectiles.Count;
if (projectileCount == 0)
{
return dependency;
}
float maxDistance = math.max(0f, maxDistanceFromPlayer);
float maxSqrDistanceFromPlayer = maxDistance > 0f ? maxDistance * maxDistance : -1f;
float maxVerticalOffset = math.max(0f, maxVerticalOffsetFromPlayer);
ProjectileMovementJob job = new ProjectileMovementJob
{
Transforms = projectiles.Transform.Data.AsArray(),
Velocities = projectiles.Velocity.Data.AsArray(),
Lives = projectiles.Life.Data.AsArray(),
DeltaTime = deltaTime,
PlayerPosition = playerPosition,
MaxSqrDistanceFromPlayer = maxSqrDistanceFromPlayer,
MaxVerticalOffsetFromPlayer = maxVerticalOffset
};
return job.Schedule(projectileCount, 64, dependency);
}
}
[BurstCompile]
internal struct ProjectileMovementJob : IJobParallelFor
{
public NativeArray<ProjectileTransformSim> Transforms;
public NativeArray<ProjectileVelocitySim> Velocities;
public NativeArray<ProjectileLifeSim> Lives;
public float DeltaTime;
public float3 PlayerPosition;
public float MaxSqrDistanceFromPlayer;
public float MaxVerticalOffsetFromPlayer;
public void Execute(int index)
{
ProjectileLifeSim life = Lives[index];
if (!life.Active)
{
return;
}
ProjectileTransformSim transform = Transforms[index];
float3 velocity = Velocities[index].Velocity;
float3 nextPosition = transform.Position + velocity * DeltaTime;
float nextAge = math.max(0f, life.Age + DeltaTime);
bool shouldExpire = life.LifeTime > 0f && nextAge >= life.LifeTime;
if (!shouldExpire && MaxSqrDistanceFromPlayer > 0f)
{
float3 horizontalDelta =
new float3(nextPosition.x - PlayerPosition.x, 0f, nextPosition.z - PlayerPosition.z);
shouldExpire = math.lengthsq(horizontalDelta) > MaxSqrDistanceFromPlayer;
}
if (!shouldExpire && MaxVerticalOffsetFromPlayer > 0f)
{
shouldExpire = math.abs(nextPosition.y - PlayerPosition.y) > MaxVerticalOffsetFromPlayer;
}
transform.Position = nextPosition;
if (math.lengthsq(velocity) > float.Epsilon)
{
transform.Forward = math.normalizesafe(velocity, transform.Forward);
}
Transforms[index] = transform;
life.Age = nextAge;
life.Active = !shouldExpire;
Lives[index] = life;
}
}
}
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