- Checkpoint 1:清理 TickEnemies 侧 GC
- Checkpoint 2:解耦 Simulation 核心与 `Transform` 运行时依赖 - Checkpoint 3:收口 `EntitySync` 职责边界 - Checkpoint 4:拆分 Simulation Tick 阶段 - Checkpoint 5:补最小回归测试 - Checkpoint 6:补充 P1.5 结项文档
This commit is contained in:
@@ -1,6 +1,4 @@
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using Components;
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using Entity;
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using Entity.EntityData;
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using GameFramework.Event;
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using UnityGameFramework.Runtime;
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@@ -45,21 +43,20 @@ namespace Simulation
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if (groupName == EnemyGroupName && args.Entity.Logic is EnemyBase enemy)
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{
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_world.RegisterEnemyTransform(enemy.Id, enemy.CachedTransform);
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_world.UpsertEnemy(CreateEnemySimData(enemy, args.UserData as EnemyData));
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_world.RegisterEnemyLifecycle(enemy, args.UserData);
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return;
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}
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if (groupName == DropGroupName && args.Entity.Logic is EntityBase pickupEntity)
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{
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_world.UpsertPickup(CreatePickupSimData(pickupEntity));
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_world.RegisterPickupLifecycle(pickupEntity);
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return;
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}
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if ((groupName == BulletGroupName || groupName == ProjectileGroupName) &&
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args.Entity.Logic is EntityBase projectileEntity)
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{
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_world.UpsertProjectile(CreateProjectileSimData(projectileEntity));
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_world.RegisterProjectileLifecycle(projectileEntity);
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}
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}
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@@ -72,67 +69,21 @@ namespace Simulation
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string groupName = args.EntityGroup.Name;
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if (groupName == EnemyGroupName)
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{
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_world.UnregisterEnemyTransform(args.EntityId);
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_world.RemoveEnemyByEntityId(args.EntityId);
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_world.UnregisterEnemyLifecycle(args.EntityId);
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return;
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}
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if (groupName == DropGroupName)
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{
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_world.RemovePickupByEntityId(args.EntityId);
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_world.UnregisterPickupLifecycle(args.EntityId);
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return;
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}
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if (groupName == BulletGroupName || groupName == ProjectileGroupName)
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{
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_world.RemoveProjectileByEntityId(args.EntityId);
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_world.UnregisterProjectileLifecycle(args.EntityId);
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}
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}
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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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Position = enemy.CachedTransform.position,
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Forward = enemy.CachedTransform.forward,
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Rotation = enemy.CachedTransform.rotation,
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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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}
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private static PickupSimData CreatePickupSimData(EntityBase pickupEntity)
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{
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return new PickupSimData
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{
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EntityId = pickupEntity.Id,
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Position = pickupEntity.CachedTransform.position,
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PickupRadius = 0.35f,
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State = 0
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};
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}
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private static ProjectileSimData CreateProjectileSimData(EntityBase projectileEntity)
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{
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return new ProjectileSimData
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{
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EntityId = projectileEntity.Id,
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OwnerEntityId = 0,
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Position = projectileEntity.CachedTransform.position,
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Forward = projectileEntity.CachedTransform.forward,
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Speed = 0f,
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RemainingLifetime = 0f,
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State = 0
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};
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}
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}
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}
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}
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}
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@@ -1,7 +1,9 @@
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using System.Collections.Generic;
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using Components;
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using CustomDebugger;
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using CustomUtility;
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using Unity.Profiling;
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using Entity;
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using Entity.EntityData;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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@@ -13,6 +15,24 @@ namespace Simulation
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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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private struct EnemyTickWorkItem
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{
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public int EntityId;
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public Vector3 CurrentPosition;
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public Vector3 DesiredPosition;
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public Vector3 ToPlayer;
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public Vector3 Forward;
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public Quaternion Rotation;
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public float SqrDistanceToPlayer;
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public float AttackRangeSqr;
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public float Speed;
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public int SeparationIterations;
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public bool AvoidEnemyOverlap;
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public bool CanChase;
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public bool HasRotationUpdate;
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public int NextState;
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}
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[SerializeField] private bool _useSimulationMovement;
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@@ -22,7 +42,8 @@ namespace Simulation
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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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private readonly Dictionary<int, Transform> _enemyTransforms = new Dictionary<int, Transform>();
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private readonly List<EnemySeparationAgent> _enemySeparationAgents = new List<EnemySeparationAgent>();
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private readonly List<EnemyTickWorkItem> _enemyTickWorkItems = new List<EnemyTickWorkItem>();
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private EntityBinding EnemyBinding { get; } = new EntityBinding();
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private EntityBinding ProjectileBinding { get; } = new EntityBinding();
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@@ -98,24 +119,23 @@ namespace Simulation
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_enemies.RemoveAt(lastIndex);
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EnemyBinding.UnbindByEntityId(entityId);
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_enemyTransforms.Remove(entityId);
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return true;
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}
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private void RegisterEnemyTransform(int entityId, Transform transform)
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private void RegisterEnemyLifecycle(EnemyBase enemy, object userData)
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{
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if (transform == null)
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if (enemy == null || enemy.CachedTransform == null)
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{
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_enemyTransforms.Remove(entityId);
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return;
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}
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_enemyTransforms[entityId] = transform;
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EnemyData enemyData = userData as EnemyData;
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UpsertEnemy(CreateEnemyInitialSimData(enemy, enemyData));
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}
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private void UnregisterEnemyTransform(int entityId)
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private void UnregisterEnemyLifecycle(int entityId)
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{
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_enemyTransforms.Remove(entityId);
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RemoveEnemyByEntityId(entityId);
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}
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private bool TryGetEnemyData(int entityId, out EnemySimData enemyData)
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@@ -170,6 +190,21 @@ namespace Simulation
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return true;
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}
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private void RegisterProjectileLifecycle(EntityBase projectileEntity)
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{
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if (projectileEntity == null || projectileEntity.CachedTransform == null)
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{
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return;
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}
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UpsertProjectile(CreateProjectileInitialSimData(projectileEntity));
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}
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private void UnregisterProjectileLifecycle(int entityId)
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{
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RemoveProjectileByEntityId(entityId);
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}
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private int AddPickup(in PickupSimData simData)
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{
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int simulationIndex = _pickups.Count;
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@@ -209,6 +244,21 @@ namespace Simulation
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return true;
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}
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private void RegisterPickupLifecycle(EntityBase pickupEntity)
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{
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if (pickupEntity == null || pickupEntity.CachedTransform == null)
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{
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return;
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}
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UpsertPickup(CreatePickupInitialSimData(pickupEntity));
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}
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private void UnregisterPickupLifecycle(int entityId)
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{
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RemovePickupByEntityId(entityId);
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}
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public void Tick(in SimulationTickContext context)
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{
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if (!_useSimulationMovement)
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@@ -227,7 +277,8 @@ namespace Simulation
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_enemies.Clear();
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_projectiles.Clear();
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_pickups.Clear();
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_enemyTransforms.Clear();
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_enemySeparationAgents.Clear();
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_enemyTickWorkItems.Clear();
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EnemyBinding.Clear();
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ProjectileBinding.Clear();
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@@ -244,52 +295,214 @@ namespace Simulation
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Vector3 playerPosition = context.PlayerPosition;
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playerPosition.y = 0f;
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using (CustomProfilerMarker.TickEnemies_BuildInput.Auto())
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{
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BuildEnemyTickInput(in playerPosition);
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}
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using (CustomProfilerMarker.TickEnemies_MoveSeparation.Auto())
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{
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MoveAndSeparateEnemies(context.DeltaTime);
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}
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using (CustomProfilerMarker.TickEnemies_StateUpdate.Auto())
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{
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UpdateEnemyStates();
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}
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using (CustomProfilerMarker.TickEnemies_WriteBack.Auto())
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{
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WriteBackEnemyTickResults();
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}
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}
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private void BuildEnemyTickInput(in Vector3 playerPosition)
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{
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_enemyTickWorkItems.Clear();
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_enemySeparationAgents.Clear();
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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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_enemyTransforms.TryGetValue(enemy.EntityId, out Transform enemyTransform);
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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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Vector3 horizontalPosition = currentPosition;
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horizontalPosition.y = 0f;
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Vector3 toPlayer = playerPosition - horizontalPosition;
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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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bool isInAttackRange = sqrDistance <= attackRangeSqr;
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bool canChase = !isInAttackRange && enemy.Speed > 0f && sqrDistance > float.Epsilon;
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if (sqrDistance <= attackRangeSqr)
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EnemyTickWorkItem workItem = new EnemyTickWorkItem
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{
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enemy.State = EnemyStateInAttackRange;
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EntityId = enemy.EntityId,
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CurrentPosition = currentPosition,
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DesiredPosition = currentPosition,
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ToPlayer = toPlayer,
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Forward = enemy.Forward,
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Rotation = enemy.Rotation,
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SqrDistanceToPlayer = sqrDistance,
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AttackRangeSqr = attackRangeSqr,
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Speed = enemy.Speed,
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SeparationIterations = enemy.SeparationIterations > 0 ? enemy.SeparationIterations : 1,
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AvoidEnemyOverlap = enemy.AvoidEnemyOverlap,
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CanChase = canChase,
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HasRotationUpdate = false,
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NextState = EnemyStateIdle
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};
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_enemyTickWorkItems.Add(workItem);
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if (!enemy.AvoidEnemyOverlap) continue;
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_enemySeparationAgents.Add(new EnemySeparationAgent
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{
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AgentId = enemy.EntityId,
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Position = horizontalPosition,
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Radius = enemy.EnemyBodyRadius > 0f ? enemy.EnemyBodyRadius : 0.45f
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});
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}
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}
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private void MoveAndSeparateEnemies(float deltaTime)
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{
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EnemySeparationSolverProvider.SetSimulationAgents(_enemySeparationAgents);
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for (int i = 0; i < _enemyTickWorkItems.Count; i++)
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{
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EnemyTickWorkItem workItem = _enemyTickWorkItems[i];
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if (!workItem.CanChase)
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{
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_enemyTickWorkItems[i] = workItem;
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continue;
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}
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else if (enemy.Speed <= 0f || sqrDistance <= float.Epsilon)
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Vector3 forward = workItem.ToPlayer.normalized;
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Vector3 desiredPosition = workItem.CurrentPosition + forward * workItem.Speed * deltaTime;
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if (workItem.AvoidEnemyOverlap)
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{
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enemy.State = EnemyStateIdle;
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desiredPosition = EnemySeparationSolverProvider.ResolveSimulation(
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workItem.EntityId,
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desiredPosition,
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forward,
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workItem.SeparationIterations);
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}
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workItem.Forward = forward;
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workItem.DesiredPosition = desiredPosition;
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if (forward.sqrMagnitude > float.Epsilon)
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{
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workItem.Rotation = Quaternion.LookRotation(forward, Vector3.up);
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workItem.HasRotationUpdate = true;
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}
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_enemyTickWorkItems[i] = workItem;
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}
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}
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private void UpdateEnemyStates()
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{
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for (int i = 0; i < _enemyTickWorkItems.Count; i++)
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{
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EnemyTickWorkItem workItem = _enemyTickWorkItems[i];
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if (workItem.SqrDistanceToPlayer <= workItem.AttackRangeSqr)
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{
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workItem.NextState = EnemyStateInAttackRange;
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}
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else if (workItem.CanChase)
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{
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workItem.NextState = EnemyStateChasing;
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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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workItem.NextState = EnemyStateIdle;
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}
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enemy.Position = desiredPosition;
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enemy.State = EnemyStateChasing;
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if (forward.sqrMagnitude > float.Epsilon)
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_enemyTickWorkItems[i] = workItem;
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}
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}
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private void WriteBackEnemyTickResults()
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{
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for (int i = 0; i < _enemyTickWorkItems.Count; i++)
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{
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EnemySimData enemy = _enemies[i];
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EnemyTickWorkItem workItem = _enemyTickWorkItems[i];
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if (workItem.CanChase)
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{
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enemy.Forward = workItem.Forward;
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enemy.Position = workItem.DesiredPosition;
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if (workItem.HasRotationUpdate)
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{
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enemy.Rotation = Quaternion.LookRotation(forward, Vector3.up);
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enemy.Rotation = workItem.Rotation;
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}
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}
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enemy.State = workItem.NextState;
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_enemies[i] = enemy;
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}
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}
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private static EnemySimData CreateEnemyInitialSimData(EnemyBase enemy, EnemyData enemyData)
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{
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Transform enemyTransform = enemy.CachedTransform;
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MovementComponent movementComponent = enemy.GetComponent<MovementComponent>();
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float speed = 0f;
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if (enemyData != null)
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{
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speed = enemyData.SpeedBase;
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}
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else if (movementComponent != null)
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{
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speed = movementComponent.Speed;
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}
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return new EnemySimData
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{
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EntityId = enemy.Id,
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Position = enemyTransform.position,
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Forward = enemyTransform.forward,
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Rotation = enemyTransform.rotation,
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Speed = speed,
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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 = EnemyStateIdle
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};
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}
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private static PickupSimData CreatePickupInitialSimData(EntityBase pickupEntity)
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{
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return new PickupSimData
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{
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EntityId = pickupEntity.Id,
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Position = pickupEntity.CachedTransform.position,
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PickupRadius = 0.35f,
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State = 0
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};
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}
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private static ProjectileSimData CreateProjectileInitialSimData(EntityBase projectileEntity)
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{
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return new ProjectileSimData
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{
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EntityId = projectileEntity.Id,
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OwnerEntityId = 0,
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Position = projectileEntity.CachedTransform.position,
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Forward = projectileEntity.CachedTransform.forward,
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Speed = 0f,
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RemainingLifetime = 0f,
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State = 0
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};
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}
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}
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}
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}
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Block a user