- 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:
SepComet 2026-02-21 13:39:14 +08:00
parent 200277a703
commit d55ead69a0
28 changed files with 1390 additions and 257 deletions

View File

@ -5,6 +5,10 @@ namespace CustomDebugger
public static class CustomProfilerMarker public static class CustomProfilerMarker
{ {
public static readonly ProfilerMarker TickEnemies = new ProfilerMarker("TickEnemies"); public static readonly ProfilerMarker TickEnemies = new ProfilerMarker("TickEnemies");
public static readonly ProfilerMarker TickEnemies_BuildInput = new ProfilerMarker("TickEnemies.BuildInput");
public static readonly ProfilerMarker TickEnemies_MoveSeparation = new ProfilerMarker("TickEnemies.MoveSeparation");
public static readonly ProfilerMarker TickEnemies_StateUpdate = new ProfilerMarker("TickEnemies.StateUpdate");
public static readonly ProfilerMarker TickEnemies_WriteBack = new ProfilerMarker("TickEnemies.WriteBack");
public static readonly ProfilerMarker Movement_Update = new ProfilerMarker("Movement_Update"); public static readonly ProfilerMarker Movement_Update = new ProfilerMarker("Movement_Update");
public static readonly ProfilerMarker ShopUI_Update = new("UGF.ShopUI.Update"); public static readonly ProfilerMarker ShopUI_Update = new("UGF.ShopUI.Update");
public static readonly ProfilerMarker Inventory_Refresh = new("UGF.Inventory.Refresh"); public static readonly ProfilerMarker Inventory_Refresh = new("UGF.Inventory.Refresh");

View File

@ -1,6 +1,4 @@
using Components;
using Entity; using Entity;
using Entity.EntityData;
using GameFramework.Event; using GameFramework.Event;
using UnityGameFramework.Runtime; using UnityGameFramework.Runtime;
@ -45,21 +43,20 @@ namespace Simulation
if (groupName == EnemyGroupName && args.Entity.Logic is EnemyBase enemy) if (groupName == EnemyGroupName && args.Entity.Logic is EnemyBase enemy)
{ {
_world.RegisterEnemyTransform(enemy.Id, enemy.CachedTransform); _world.RegisterEnemyLifecycle(enemy, args.UserData);
_world.UpsertEnemy(CreateEnemySimData(enemy, args.UserData as EnemyData));
return; return;
} }
if (groupName == DropGroupName && args.Entity.Logic is EntityBase pickupEntity) if (groupName == DropGroupName && args.Entity.Logic is EntityBase pickupEntity)
{ {
_world.UpsertPickup(CreatePickupSimData(pickupEntity)); _world.RegisterPickupLifecycle(pickupEntity);
return; return;
} }
if ((groupName == BulletGroupName || groupName == ProjectileGroupName) && if ((groupName == BulletGroupName || groupName == ProjectileGroupName) &&
args.Entity.Logic is EntityBase projectileEntity) args.Entity.Logic is EntityBase projectileEntity)
{ {
_world.UpsertProjectile(CreateProjectileSimData(projectileEntity)); _world.RegisterProjectileLifecycle(projectileEntity);
} }
} }
@ -72,67 +69,21 @@ namespace Simulation
string groupName = args.EntityGroup.Name; string groupName = args.EntityGroup.Name;
if (groupName == EnemyGroupName) if (groupName == EnemyGroupName)
{ {
_world.UnregisterEnemyTransform(args.EntityId); _world.UnregisterEnemyLifecycle(args.EntityId);
_world.RemoveEnemyByEntityId(args.EntityId);
return; return;
} }
if (groupName == DropGroupName) if (groupName == DropGroupName)
{ {
_world.RemovePickupByEntityId(args.EntityId); _world.UnregisterPickupLifecycle(args.EntityId);
return; return;
} }
if (groupName == BulletGroupName || groupName == ProjectileGroupName) if (groupName == BulletGroupName || groupName == ProjectileGroupName)
{ {
_world.RemoveProjectileByEntityId(args.EntityId); _world.UnregisterProjectileLifecycle(args.EntityId);
} }
} }
private static EnemySimData CreateEnemySimData(EnemyBase enemy, EnemyData enemyData)
{
MovementComponent movementComponent = enemy != null ? enemy.GetComponent<MovementComponent>() : null;
return new EnemySimData
{
EntityId = enemy.Id,
Position = enemy.CachedTransform.position,
Forward = enemy.CachedTransform.forward,
Rotation = enemy.CachedTransform.rotation,
Speed = enemyData != null ? enemyData.SpeedBase : 0f,
AttackRange = 1f,
AvoidEnemyOverlap = movementComponent != null && movementComponent.AvoidEnemyOverlap,
EnemyBodyRadius = movementComponent != null ? movementComponent.EnemyBodyRadius : 0.45f,
SeparationIterations = movementComponent != null ? movementComponent.SeparationIterations : 2,
TargetType = 0,
State = 0
};
}
private static PickupSimData CreatePickupSimData(EntityBase pickupEntity)
{
return new PickupSimData
{
EntityId = pickupEntity.Id,
Position = pickupEntity.CachedTransform.position,
PickupRadius = 0.35f,
State = 0
};
}
private static ProjectileSimData CreateProjectileSimData(EntityBase projectileEntity)
{
return new ProjectileSimData
{
EntityId = projectileEntity.Id,
OwnerEntityId = 0,
Position = projectileEntity.CachedTransform.position,
Forward = projectileEntity.CachedTransform.forward,
Speed = 0f,
RemainingLifetime = 0f,
State = 0
};
}
} }
} }
} }

View File

@ -1,7 +1,9 @@
using System.Collections.Generic; using System.Collections.Generic;
using Components;
using CustomDebugger; using CustomDebugger;
using CustomUtility; using CustomUtility;
using Unity.Profiling; using Entity;
using Entity.EntityData;
using UnityEngine; using UnityEngine;
using UnityGameFramework.Runtime; using UnityGameFramework.Runtime;
@ -14,6 +16,24 @@ namespace Simulation
private const int EnemyStateChasing = 1; private const int EnemyStateChasing = 1;
private const int EnemyStateInAttackRange = 2; private const int EnemyStateInAttackRange = 2;
private struct EnemyTickWorkItem
{
public int EntityId;
public Vector3 CurrentPosition;
public Vector3 DesiredPosition;
public Vector3 ToPlayer;
public Vector3 Forward;
public Quaternion Rotation;
public float SqrDistanceToPlayer;
public float AttackRangeSqr;
public float Speed;
public int SeparationIterations;
public bool AvoidEnemyOverlap;
public bool CanChase;
public bool HasRotationUpdate;
public int NextState;
}
[SerializeField] private bool _useSimulationMovement; [SerializeField] private bool _useSimulationMovement;
private EntitySync _entitySync; private EntitySync _entitySync;
@ -22,7 +42,8 @@ namespace Simulation
private readonly List<EnemySimData> _enemies = new List<EnemySimData>(); private readonly List<EnemySimData> _enemies = new List<EnemySimData>();
private readonly List<ProjectileSimData> _projectiles = new List<ProjectileSimData>(); private readonly List<ProjectileSimData> _projectiles = new List<ProjectileSimData>();
private readonly List<PickupSimData> _pickups = new List<PickupSimData>(); private readonly List<PickupSimData> _pickups = new List<PickupSimData>();
private readonly Dictionary<int, Transform> _enemyTransforms = new Dictionary<int, Transform>(); private readonly List<EnemySeparationAgent> _enemySeparationAgents = new List<EnemySeparationAgent>();
private readonly List<EnemyTickWorkItem> _enemyTickWorkItems = new List<EnemyTickWorkItem>();
private EntityBinding EnemyBinding { get; } = new EntityBinding(); private EntityBinding EnemyBinding { get; } = new EntityBinding();
private EntityBinding ProjectileBinding { get; } = new EntityBinding(); private EntityBinding ProjectileBinding { get; } = new EntityBinding();
@ -98,24 +119,23 @@ namespace Simulation
_enemies.RemoveAt(lastIndex); _enemies.RemoveAt(lastIndex);
EnemyBinding.UnbindByEntityId(entityId); EnemyBinding.UnbindByEntityId(entityId);
_enemyTransforms.Remove(entityId);
return true; return true;
} }
private void RegisterEnemyTransform(int entityId, Transform transform) private void RegisterEnemyLifecycle(EnemyBase enemy, object userData)
{ {
if (transform == null) if (enemy == null || enemy.CachedTransform == null)
{ {
_enemyTransforms.Remove(entityId);
return; return;
} }
_enemyTransforms[entityId] = transform; EnemyData enemyData = userData as EnemyData;
UpsertEnemy(CreateEnemyInitialSimData(enemy, enemyData));
} }
private void UnregisterEnemyTransform(int entityId) private void UnregisterEnemyLifecycle(int entityId)
{ {
_enemyTransforms.Remove(entityId); RemoveEnemyByEntityId(entityId);
} }
private bool TryGetEnemyData(int entityId, out EnemySimData enemyData) private bool TryGetEnemyData(int entityId, out EnemySimData enemyData)
@ -170,6 +190,21 @@ namespace Simulation
return true; return true;
} }
private void RegisterProjectileLifecycle(EntityBase projectileEntity)
{
if (projectileEntity == null || projectileEntity.CachedTransform == null)
{
return;
}
UpsertProjectile(CreateProjectileInitialSimData(projectileEntity));
}
private void UnregisterProjectileLifecycle(int entityId)
{
RemoveProjectileByEntityId(entityId);
}
private int AddPickup(in PickupSimData simData) private int AddPickup(in PickupSimData simData)
{ {
int simulationIndex = _pickups.Count; int simulationIndex = _pickups.Count;
@ -209,6 +244,21 @@ namespace Simulation
return true; return true;
} }
private void RegisterPickupLifecycle(EntityBase pickupEntity)
{
if (pickupEntity == null || pickupEntity.CachedTransform == null)
{
return;
}
UpsertPickup(CreatePickupInitialSimData(pickupEntity));
}
private void UnregisterPickupLifecycle(int entityId)
{
RemovePickupByEntityId(entityId);
}
public void Tick(in SimulationTickContext context) public void Tick(in SimulationTickContext context)
{ {
if (!_useSimulationMovement) if (!_useSimulationMovement)
@ -227,7 +277,8 @@ namespace Simulation
_enemies.Clear(); _enemies.Clear();
_projectiles.Clear(); _projectiles.Clear();
_pickups.Clear(); _pickups.Clear();
_enemyTransforms.Clear(); _enemySeparationAgents.Clear();
_enemyTickWorkItems.Clear();
EnemyBinding.Clear(); EnemyBinding.Clear();
ProjectileBinding.Clear(); ProjectileBinding.Clear();
@ -244,52 +295,214 @@ namespace Simulation
Vector3 playerPosition = context.PlayerPosition; Vector3 playerPosition = context.PlayerPosition;
playerPosition.y = 0f; playerPosition.y = 0f;
using (CustomProfilerMarker.TickEnemies_BuildInput.Auto())
{
BuildEnemyTickInput(in playerPosition);
}
using (CustomProfilerMarker.TickEnemies_MoveSeparation.Auto())
{
MoveAndSeparateEnemies(context.DeltaTime);
}
using (CustomProfilerMarker.TickEnemies_StateUpdate.Auto())
{
UpdateEnemyStates();
}
using (CustomProfilerMarker.TickEnemies_WriteBack.Auto())
{
WriteBackEnemyTickResults();
}
}
private void BuildEnemyTickInput(in Vector3 playerPosition)
{
_enemyTickWorkItems.Clear();
_enemySeparationAgents.Clear();
for (int i = 0; i < _enemies.Count; i++) for (int i = 0; i < _enemies.Count; i++)
{ {
EnemySimData enemy = _enemies[i]; EnemySimData enemy = _enemies[i];
_enemyTransforms.TryGetValue(enemy.EntityId, out Transform enemyTransform);
Vector3 currentPosition = enemy.Position; Vector3 currentPosition = enemy.Position;
currentPosition.y = 0f; Vector3 horizontalPosition = currentPosition;
horizontalPosition.y = 0f;
Vector3 toPlayer = playerPosition - currentPosition; Vector3 toPlayer = playerPosition - horizontalPosition;
float sqrDistance = toPlayer.sqrMagnitude; float sqrDistance = toPlayer.sqrMagnitude;
float attackRange = enemy.AttackRange > 0f ? enemy.AttackRange : DefaultAttackRange; float attackRange = enemy.AttackRange > 0f ? enemy.AttackRange : DefaultAttackRange;
float attackRangeSqr = attackRange * attackRange; float attackRangeSqr = attackRange * attackRange;
bool isInAttackRange = sqrDistance <= attackRangeSqr;
bool canChase = !isInAttackRange && enemy.Speed > 0f && sqrDistance > float.Epsilon;
if (sqrDistance <= attackRangeSqr) EnemyTickWorkItem workItem = new EnemyTickWorkItem
{ {
enemy.State = EnemyStateInAttackRange; EntityId = enemy.EntityId,
CurrentPosition = currentPosition,
DesiredPosition = currentPosition,
ToPlayer = toPlayer,
Forward = enemy.Forward,
Rotation = enemy.Rotation,
SqrDistanceToPlayer = sqrDistance,
AttackRangeSqr = attackRangeSqr,
Speed = enemy.Speed,
SeparationIterations = enemy.SeparationIterations > 0 ? enemy.SeparationIterations : 1,
AvoidEnemyOverlap = enemy.AvoidEnemyOverlap,
CanChase = canChase,
HasRotationUpdate = false,
NextState = EnemyStateIdle
};
_enemyTickWorkItems.Add(workItem);
if (!enemy.AvoidEnemyOverlap) continue;
_enemySeparationAgents.Add(new EnemySeparationAgent
{
AgentId = enemy.EntityId,
Position = horizontalPosition,
Radius = enemy.EnemyBodyRadius > 0f ? enemy.EnemyBodyRadius : 0.45f
});
} }
else if (enemy.Speed <= 0f || sqrDistance <= float.Epsilon) }
private void MoveAndSeparateEnemies(float deltaTime)
{ {
enemy.State = EnemyStateIdle; EnemySeparationSolverProvider.SetSimulationAgents(_enemySeparationAgents);
for (int i = 0; i < _enemyTickWorkItems.Count; i++)
{
EnemyTickWorkItem workItem = _enemyTickWorkItems[i];
if (!workItem.CanChase)
{
_enemyTickWorkItems[i] = workItem;
continue;
}
Vector3 forward = workItem.ToPlayer.normalized;
Vector3 desiredPosition = workItem.CurrentPosition + forward * workItem.Speed * deltaTime;
if (workItem.AvoidEnemyOverlap)
{
desiredPosition = EnemySeparationSolverProvider.ResolveSimulation(
workItem.EntityId,
desiredPosition,
forward,
workItem.SeparationIterations);
}
workItem.Forward = forward;
workItem.DesiredPosition = desiredPosition;
if (forward.sqrMagnitude > float.Epsilon)
{
workItem.Rotation = Quaternion.LookRotation(forward, Vector3.up);
workItem.HasRotationUpdate = true;
}
_enemyTickWorkItems[i] = workItem;
}
}
private void UpdateEnemyStates()
{
for (int i = 0; i < _enemyTickWorkItems.Count; i++)
{
EnemyTickWorkItem workItem = _enemyTickWorkItems[i];
if (workItem.SqrDistanceToPlayer <= workItem.AttackRangeSqr)
{
workItem.NextState = EnemyStateInAttackRange;
}
else if (workItem.CanChase)
{
workItem.NextState = EnemyStateChasing;
} }
else else
{ {
Vector3 forward = toPlayer.normalized; workItem.NextState = EnemyStateIdle;
enemy.Forward = forward;
Vector3 desiredPosition = enemy.Position + forward * enemy.Speed * context.DeltaTime;
if (enemy.AvoidEnemyOverlap && enemyTransform != null)
{
int separationIterations = enemy.SeparationIterations > 0 ? enemy.SeparationIterations : 1;
desiredPosition = EnemySeparationSolverProvider.Resolve(
enemyTransform,
desiredPosition,
forward,
separationIterations);
} }
enemy.Position = desiredPosition; _enemyTickWorkItems[i] = workItem;
enemy.State = EnemyStateChasing;
if (forward.sqrMagnitude > float.Epsilon)
{
enemy.Rotation = Quaternion.LookRotation(forward, Vector3.up);
} }
} }
private void WriteBackEnemyTickResults()
{
for (int i = 0; i < _enemyTickWorkItems.Count; i++)
{
EnemySimData enemy = _enemies[i];
EnemyTickWorkItem workItem = _enemyTickWorkItems[i];
if (workItem.CanChase)
{
enemy.Forward = workItem.Forward;
enemy.Position = workItem.DesiredPosition;
if (workItem.HasRotationUpdate)
{
enemy.Rotation = workItem.Rotation;
}
}
enemy.State = workItem.NextState;
_enemies[i] = enemy; _enemies[i] = enemy;
} }
} }
private static EnemySimData CreateEnemyInitialSimData(EnemyBase enemy, EnemyData enemyData)
{
Transform enemyTransform = enemy.CachedTransform;
MovementComponent movementComponent = enemy.GetComponent<MovementComponent>();
float speed = 0f;
if (enemyData != null)
{
speed = enemyData.SpeedBase;
}
else if (movementComponent != null)
{
speed = movementComponent.Speed;
}
return new EnemySimData
{
EntityId = enemy.Id,
Position = enemyTransform.position,
Forward = enemyTransform.forward,
Rotation = enemyTransform.rotation,
Speed = speed,
AttackRange = 1f,
AvoidEnemyOverlap = movementComponent != null && movementComponent.AvoidEnemyOverlap,
EnemyBodyRadius = movementComponent != null ? movementComponent.EnemyBodyRadius : 0.45f,
SeparationIterations = movementComponent != null ? movementComponent.SeparationIterations : 2,
TargetType = 0,
State = EnemyStateIdle
};
}
private static PickupSimData CreatePickupInitialSimData(EntityBase pickupEntity)
{
return new PickupSimData
{
EntityId = pickupEntity.Id,
Position = pickupEntity.CachedTransform.position,
PickupRadius = 0.35f,
State = 0
};
}
private static ProjectileSimData CreateProjectileInitialSimData(EntityBase projectileEntity)
{
return new ProjectileSimData
{
EntityId = projectileEntity.Id,
OwnerEntityId = 0,
Position = projectileEntity.CachedTransform.position,
Forward = projectileEntity.CachedTransform.forward,
Speed = 0f,
RemainingLifetime = 0f,
State = 0
};
}
} }
} }

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@ -1,4 +1,3 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@ -6,70 +5,159 @@ namespace CustomUtility
{ {
public static class EnemySeparationSolverProvider public static class EnemySeparationSolverProvider
{ {
private struct Registration private enum SolverType
{ {
GridBucket,
Naive
}
private struct LegacyRegistration
{
public int AgentId;
public float BodyRadius; public float BodyRadius;
} }
private static IEnemySeparationSolver _current = new GridBucketEnemySeparationSolver(); private static SolverType _solverType = SolverType.GridBucket;
private static readonly Dictionary<Transform, Registration> Registrations = new(); private static float _gridCellSize = 1f;
private static IEnemySeparationSolver _legacySolver = CreateSolver();
private static IEnemySeparationSolver _simulationSolver = CreateSolver();
public static IEnemySeparationSolver Current => _current; private static readonly Dictionary<Transform, LegacyRegistration> LegacyRegistrations = new();
public static string CurrentSolverName => _current.GetType().Name; private static readonly List<EnemySeparationAgent> LegacyAgents = new();
private static readonly List<Transform> LegacyRecycle = new();
private static int _legacySnapshotFrame = -1;
private static int _nextLegacyAgentId = 1;
public static IEnemySeparationSolver Current => _simulationSolver;
public static string CurrentSolverName => _simulationSolver.GetType().Name;
public static void SetSolver(IEnemySeparationSolver solver) public static void SetSolver(IEnemySeparationSolver solver)
{ {
if (solver == null) return; if (solver == null) return;
_current = solver;
ReRegisterAll(); _legacySolver = solver;
_simulationSolver = solver;
_legacySnapshotFrame = -1;
} }
public static void UseGridBucketSolver(float cellSize = 1f) public static void UseGridBucketSolver(float cellSize = 1f)
{ {
SetSolver(new GridBucketEnemySeparationSolver(cellSize)); _solverType = SolverType.GridBucket;
_gridCellSize = Mathf.Max(0.1f, cellSize);
RecreateSolvers();
} }
public static void UseNaiveSolver() public static void UseNaiveSolver()
{ {
SetSolver(new NaiveEnemySeparationSolver()); _solverType = SolverType.Naive;
RecreateSolvers();
} }
public static void Register(Transform transform, float bodyRadius) public static void Register(Transform transform, float bodyRadius)
{ {
if (transform == null) return; if (transform == null) return;
var registration = new Registration if (LegacyRegistrations.TryGetValue(transform, out LegacyRegistration registration))
{ {
registration.BodyRadius = bodyRadius;
LegacyRegistrations[transform] = registration;
}
else
{
LegacyRegistrations.Add(transform, new LegacyRegistration
{
AgentId = _nextLegacyAgentId++,
BodyRadius = bodyRadius BodyRadius = bodyRadius
}; });
Registrations[transform] = registration; }
_current.Register(transform, bodyRadius);
_legacySnapshotFrame = -1;
} }
public static void Unregister(Transform transform) public static void Unregister(Transform transform)
{ {
if (transform == null) return; if (transform == null) return;
if (!LegacyRegistrations.Remove(transform)) return;
_current.Unregister(transform); _legacySnapshotFrame = -1;
Registrations.Remove(transform);
} }
public static Vector3 Resolve(Transform transform, Vector3 desiredPosition, Vector3 fallbackDirection, public static Vector3 Resolve(Transform transform, Vector3 desiredPosition, Vector3 fallbackDirection,
int iterations) int iterations)
{ {
return _current.Resolve(transform, desiredPosition, fallbackDirection, iterations); if (transform == null) return desiredPosition;
if (!LegacyRegistrations.TryGetValue(transform, out LegacyRegistration registration))
{
return desiredPosition;
} }
private static void ReRegisterAll() EnsureLegacySnapshot();
return _legacySolver.Resolve(registration.AgentId, desiredPosition, fallbackDirection, iterations);
}
public static void SetSimulationAgents(IReadOnlyList<EnemySeparationAgent> agents)
{ {
foreach (var pair in Registrations) _simulationSolver.SetAgents(agents);
}
public static Vector3 ResolveSimulation(int agentId, Vector3 desiredPosition, Vector3 fallbackDirection,
int iterations)
{
return _simulationSolver.Resolve(agentId, desiredPosition, fallbackDirection, iterations);
}
private static void EnsureLegacySnapshot()
{
int frame = Time.frameCount;
if (_legacySnapshotFrame == frame) return;
_legacySnapshotFrame = frame;
LegacyAgents.Clear();
LegacyRecycle.Clear();
foreach (var pair in LegacyRegistrations)
{ {
Transform transform = pair.Key; Transform transform = pair.Key;
Registration registration = pair.Value; if (transform == null)
if (transform == null) continue; {
LegacyRecycle.Add(pair.Key);
_current.Register(transform, registration.BodyRadius); continue;
} }
Vector3 position = transform.position;
position.y = 0f;
LegacyAgents.Add(new EnemySeparationAgent
{
AgentId = pair.Value.AgentId,
Position = position,
Radius = Mathf.Max(0.01f, pair.Value.BodyRadius)
});
}
for (int i = 0; i < LegacyRecycle.Count; i++)
{
LegacyRegistrations.Remove(LegacyRecycle[i]);
}
_legacySolver.SetAgents(LegacyAgents);
}
private static void RecreateSolvers()
{
_legacySolver = CreateSolver();
_simulationSolver = CreateSolver();
_legacySnapshotFrame = -1;
}
private static IEnemySeparationSolver CreateSolver()
{
if (_solverType == SolverType.Naive)
{
return new NaiveEnemySeparationSolver();
}
return new GridBucketEnemySeparationSolver(_gridCellSize);
} }
} }
} }

View File

@ -4,24 +4,20 @@ namespace CustomUtility
{ {
public sealed class GridBucketEnemySeparationSolver : IEnemySeparationSolver public sealed class GridBucketEnemySeparationSolver : IEnemySeparationSolver
{ {
private sealed class Agent private struct Agent
{ {
public Transform Transform;
public float Radius; public float Radius;
public Vector3 Position; public Vector3 Position;
public int CellX; public int CellX;
public int CellZ; public int CellZ;
} }
private readonly System.Collections.Generic.Dictionary<Transform, Agent> _agents = new(); private readonly System.Collections.Generic.Dictionary<int, Agent> _agents = new();
private readonly System.Collections.Generic.Dictionary<long, System.Collections.Generic.List<int>> _buckets = new();
private readonly System.Collections.Generic.Dictionary<long, System.Collections.Generic.List<Transform>> private readonly System.Collections.Generic.Stack<System.Collections.Generic.List<int>> _bucketListPool = new();
_buckets = new(); private readonly System.Collections.Generic.List<long> _activeBucketKeys = new();
private readonly System.Collections.Generic.List<Transform> _recycle = new();
private readonly float _cellSize; private readonly float _cellSize;
private int _snapshotFrame = -1;
private float _maxRadius = 0.45f; private float _maxRadius = 0.45f;
public GridBucketEnemySeparationSolver(float cellSize = 1f) public GridBucketEnemySeparationSolver(float cellSize = 1f)
@ -29,44 +25,42 @@ namespace CustomUtility
_cellSize = Mathf.Max(0.1f, cellSize); _cellSize = Mathf.Max(0.1f, cellSize);
} }
public void Register(Transform transform, float bodyRadius) public void SetAgents(System.Collections.Generic.IReadOnlyList<EnemySeparationAgent> agents)
{ {
if (transform == null) return; RecycleBucketsForSnapshot();
_agents.Clear();
_maxRadius = 0.01f;
if (!_agents.TryGetValue(transform, out var agent)) if (agents == null) return;
for (int i = 0; i < agents.Count; i++)
{ {
agent = new Agent(); EnemySeparationAgent input = agents[i];
_agents.Add(transform, agent); Vector3 position = input.Position;
position.y = 0f;
float radius = Mathf.Max(0.01f, input.Radius);
Agent agent = new Agent
{
Radius = radius,
Position = position,
CellX = ToCell(position.x),
CellZ = ToCell(position.z)
};
_agents[input.AgentId] = agent;
AddToBucket(input.AgentId, agent.CellX, agent.CellZ);
if (radius > _maxRadius)
{
_maxRadius = radius;
}
}
} }
agent.Transform = transform; public Vector3 Resolve(int agentId, Vector3 desiredPosition, Vector3 fallbackDirection, int iterations)
agent.Radius = Mathf.Max(0.01f, bodyRadius);
if (agent.Radius > _maxRadius)
{ {
_maxRadius = agent.Radius; if (!_agents.TryGetValue(agentId, out var self)) return desiredPosition;
}
_snapshotFrame = -1;
}
public void Unregister(Transform transform)
{
if (transform == null) return;
if (!_agents.TryGetValue(transform, out var agent)) return;
RemoveFromBucket(transform, agent.CellX, agent.CellZ);
_agents.Remove(transform);
RecalculateMaxRadius();
_snapshotFrame = -1;
}
public Vector3 Resolve(Transform transform, Vector3 desiredPosition, Vector3 fallbackDirection,
int iterations)
{
if (transform == null) return desiredPosition;
if (!_agents.TryGetValue(transform, out var self)) return desiredPosition;
EnsureSnapshot();
Vector3 candidate = desiredPosition; Vector3 candidate = desiredPosition;
candidate.y = 0f; candidate.y = 0f;
@ -89,9 +83,9 @@ namespace CustomUtility
for (int i = 0; i < bucket.Count; i++) for (int i = 0; i < bucket.Count; i++)
{ {
Transform otherTransform = bucket[i]; int otherAgentId = bucket[i];
if (otherTransform == transform) continue; if (otherAgentId == agentId) continue;
if (!_agents.TryGetValue(otherTransform, out var other)) continue; if (!_agents.TryGetValue(otherAgentId, out var other)) continue;
Vector3 toSelf = candidate - other.Position; Vector3 toSelf = candidate - other.Position;
float minDistance = self.Radius + other.Radius; float minDistance = self.Radius + other.Radius;
@ -114,98 +108,65 @@ namespace CustomUtility
} }
} }
SyncAgentPosition(transform, self, candidate); SyncAgentPosition(agentId, ref self, candidate);
candidate.y = desiredPosition.y; candidate.y = desiredPosition.y;
return candidate; return candidate;
} }
private void EnsureSnapshot() private void RecycleBucketsForSnapshot()
{ {
int frame = Time.frameCount; for (int i = 0; i < _activeBucketKeys.Count; i++)
if (_snapshotFrame == frame) return; {
long key = _activeBucketKeys[i];
if (!_buckets.TryGetValue(key, out var bucket)) continue;
_snapshotFrame = frame; bucket.Clear();
_buckets.Clear(); _bucketListPool.Push(bucket);
_recycle.Clear(); _buckets.Remove(key);
foreach (var pair in _agents)
{
Transform transform = pair.Key;
Agent agent = pair.Value;
if (transform == null || agent.Transform == null)
{
_recycle.Add(transform);
continue;
} }
Vector3 position = agent.Transform.position; _activeBucketKeys.Clear();
position.y = 0f;
agent.Position = position;
agent.CellX = ToCell(position.x);
agent.CellZ = ToCell(position.z);
AddToBucket(transform, agent.CellX, agent.CellZ);
} }
for (int i = 0; i < _recycle.Count; i++) private void SyncAgentPosition(int agentId, ref Agent agent, Vector3 position)
{
_agents.Remove(_recycle[i]);
}
}
private void SyncAgentPosition(Transform transform, Agent agent, Vector3 position)
{ {
int newCellX = ToCell(position.x); int newCellX = ToCell(position.x);
int newCellZ = ToCell(position.z); int newCellZ = ToCell(position.z);
if (agent.CellX != newCellX || agent.CellZ != newCellZ) if (agent.CellX != newCellX || agent.CellZ != newCellZ)
{ {
RemoveFromBucket(transform, agent.CellX, agent.CellZ); RemoveFromBucket(agentId, agent.CellX, agent.CellZ);
AddToBucket(transform, newCellX, newCellZ); AddToBucket(agentId, newCellX, newCellZ);
agent.CellX = newCellX; agent.CellX = newCellX;
agent.CellZ = newCellZ; agent.CellZ = newCellZ;
} }
agent.Position = position; agent.Position = position;
_agents[agentId] = agent;
} }
private void AddToBucket(Transform transform, int cellX, int cellZ) private void AddToBucket(int agentId, int cellX, int cellZ)
{ {
long key = CellKey(cellX, cellZ); long key = CellKey(cellX, cellZ);
if (!_buckets.TryGetValue(key, out var list)) if (!_buckets.TryGetValue(key, out var list))
{ {
list = new System.Collections.Generic.List<Transform>(8); list = _bucketListPool.Count > 0
? _bucketListPool.Pop()
: new System.Collections.Generic.List<int>(8);
_buckets.Add(key, list); _buckets.Add(key, list);
_activeBucketKeys.Add(key);
} }
list.Add(transform); list.Add(agentId);
} }
private void RemoveFromBucket(Transform transform, int cellX, int cellZ) private void RemoveFromBucket(int agentId, int cellX, int cellZ)
{ {
long key = CellKey(cellX, cellZ); long key = CellKey(cellX, cellZ);
if (!_buckets.TryGetValue(key, out var list)) return; if (!_buckets.TryGetValue(key, out var list)) return;
list.Remove(transform); list.Remove(agentId);
if (list.Count == 0)
{
_buckets.Remove(key);
}
}
private void RecalculateMaxRadius()
{
float max = 0.01f;
foreach (var pair in _agents)
{
if (pair.Value.Radius > max)
{
max = pair.Value.Radius;
}
}
_maxRadius = max;
} }
private int ToCell(float value) private int ToCell(float value)
@ -218,5 +179,4 @@ namespace CustomUtility
return ((long)x << 32) ^ (uint)z; return ((long)x << 32) ^ (uint)z;
} }
} }
} }

View File

@ -2,10 +2,16 @@ using UnityEngine;
namespace CustomUtility namespace CustomUtility
{ {
public struct EnemySeparationAgent
{
public int AgentId;
public Vector3 Position;
public float Radius;
}
public interface IEnemySeparationSolver public interface IEnemySeparationSolver
{ {
void Register(Transform transform, float bodyRadius); void SetAgents(System.Collections.Generic.IReadOnlyList<EnemySeparationAgent> agents);
void Unregister(Transform transform); Vector3 Resolve(int agentId, Vector3 desiredPosition, Vector3 fallbackDirection, int iterations);
Vector3 Resolve(Transform transform, Vector3 desiredPosition, Vector3 fallbackDirection, int iterations);
} }
} }

View File

@ -4,39 +4,41 @@ namespace CustomUtility
{ {
public sealed class NaiveEnemySeparationSolver : IEnemySeparationSolver public sealed class NaiveEnemySeparationSolver : IEnemySeparationSolver
{ {
private sealed class Agent private struct Agent
{ {
public Transform Transform;
public float Radius; public float Radius;
public Vector3 Position;
} }
private readonly System.Collections.Generic.Dictionary<Transform, Agent> _agents = new(); private readonly System.Collections.Generic.Dictionary<int, Agent> _agents = new();
private readonly System.Collections.Generic.List<Transform> _agentKeys = new(); private readonly System.Collections.Generic.List<int> _agentKeys = new();
public void Register(Transform transform, float bodyRadius) public void SetAgents(System.Collections.Generic.IReadOnlyList<EnemySeparationAgent> agents)
{ {
if (transform == null) return; _agents.Clear();
_agentKeys.Clear();
if (agents == null) return;
if (!_agents.TryGetValue(transform, out var agent)) for (int i = 0; i < agents.Count; i++)
{ {
agent = new Agent(); EnemySeparationAgent input = agents[i];
_agents.Add(transform, agent); Vector3 position = input.Position;
position.y = 0f;
Agent agent = new Agent
{
Radius = Mathf.Max(0.01f, input.Radius),
Position = position
};
_agents[input.AgentId] = agent;
_agentKeys.Add(input.AgentId);
}
} }
agent.Transform = transform; public Vector3 Resolve(int agentId, Vector3 desiredPosition, Vector3 fallbackDirection, int iterations)
agent.Radius = Mathf.Max(0.01f, bodyRadius);
}
public void Unregister(Transform transform)
{ {
if (transform == null) return; if (!_agents.TryGetValue(agentId, out var self)) return desiredPosition;
_agents.Remove(transform);
}
public Vector3 Resolve(Transform transform, Vector3 desiredPosition, Vector3 fallbackDirection, int iterations)
{
if (transform == null) return desiredPosition;
if (!_agents.TryGetValue(transform, out var self)) return desiredPosition;
Vector3 candidate = desiredPosition; Vector3 candidate = desiredPosition;
candidate.y = 0f; candidate.y = 0f;
@ -44,26 +46,16 @@ namespace CustomUtility
Vector3 fallback = fallbackDirection.sqrMagnitude > 0.0001f ? fallbackDirection.normalized : Vector3.right; Vector3 fallback = fallbackDirection.sqrMagnitude > 0.0001f ? fallbackDirection.normalized : Vector3.right;
fallback.y = 0f; fallback.y = 0f;
_agentKeys.Clear();
foreach (var pair in _agents)
{
_agentKeys.Add(pair.Key);
}
int effectiveIterations = Mathf.Max(1, iterations); int effectiveIterations = Mathf.Max(1, iterations);
for (int iter = 0; iter < effectiveIterations; iter++) for (int iter = 0; iter < effectiveIterations; iter++)
{ {
for (int i = 0; i < _agentKeys.Count; i++) for (int i = 0; i < _agentKeys.Count; i++)
{ {
Transform otherTransform = _agentKeys[i]; int otherAgentId = _agentKeys[i];
if (otherTransform == transform) continue; if (otherAgentId == agentId) continue;
if (!_agents.TryGetValue(otherTransform, out var other)) continue; if (!_agents.TryGetValue(otherAgentId, out var other)) continue;
if (other.Transform == null) continue;
Vector3 otherPosition = other.Transform.position; Vector3 toSelf = candidate - other.Position;
otherPosition.y = 0f;
Vector3 toSelf = candidate - otherPosition;
float minDistance = self.Radius + other.Radius; float minDistance = self.Radius + other.Radius;
float minDistanceSq = minDistance * minDistance; float minDistanceSq = minDistance * minDistance;
float sqrDistance = toSelf.sqrMagnitude; float sqrDistance = toSelf.sqrMagnitude;

8
Assets/Tests.meta Normal file
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@ -0,0 +1,11 @@
{
"name": "Simulation.EditModeTests",
"references": [],
"optionalUnityReferences": [
"TestAssemblies"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": []
}

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@ -0,0 +1,7 @@
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AssemblyDefinitionImporter:
externalObjects: {}
userData:
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View File

@ -0,0 +1,220 @@
using System.Reflection;
using NUnit.Framework;
using UnityEngine;
namespace Simulation.Tests.Editor
{
public class SimulationWorldTickTests
{
private const string GameAssemblyName = "Assembly-CSharp";
private const BindingFlags PublicStatic = BindingFlags.Public | BindingFlags.Static;
private const BindingFlags PublicInstance = BindingFlags.Public | BindingFlags.Instance;
private const BindingFlags NonPublicInstance = BindingFlags.NonPublic | BindingFlags.Instance;
private static readonly System.Type SimulationWorldType =
System.Type.GetType($"Simulation.SimulationWorld, {GameAssemblyName}");
private static readonly System.Type SimulationTickContextType =
System.Type.GetType($"Simulation.SimulationTickContext, {GameAssemblyName}");
private static readonly System.Type EnemySimDataType =
System.Type.GetType($"Simulation.EnemySimData, {GameAssemblyName}");
private static readonly System.Type EnemySeparationSolverProviderType =
System.Type.GetType($"CustomUtility.EnemySeparationSolverProvider, {GameAssemblyName}");
private static readonly MethodInfo UpsertEnemyMethod =
SimulationWorldType?.GetMethod("UpsertEnemy", NonPublicInstance);
private static readonly MethodInfo RemoveEnemyByEntityIdMethod =
SimulationWorldType?.GetMethod("RemoveEnemyByEntityId", NonPublicInstance);
private static readonly MethodInfo TryGetEnemyDataMethod =
SimulationWorldType?.GetMethod("TryGetEnemyData", NonPublicInstance);
private static readonly MethodInfo TickMethod =
SimulationWorldType?.GetMethod("Tick", PublicInstance);
private static readonly MethodInfo SetUseSimulationMovementMethod =
SimulationWorldType?.GetMethod("SetUseSimulationMovement", PublicInstance);
private static readonly MethodInfo UseGridBucketSolverMethod =
EnemySeparationSolverProviderType?.GetMethod("UseGridBucketSolver", PublicStatic);
private static readonly FieldInfo EntitySyncField =
SimulationWorldType?.GetField("_entitySync", NonPublicInstance);
private static readonly FieldInfo PresentationField =
SimulationWorldType?.GetField("_presentation", NonPublicInstance);
private static readonly PropertyInfo EnemiesProperty =
SimulationWorldType?.GetProperty("Enemies", PublicInstance);
private GameObject _worldGameObject;
private Component _worldComponent;
[SetUp]
public void SetUp()
{
Assert.NotNull(SimulationWorldType, "SimulationWorld type lookup failed.");
Assert.NotNull(SimulationTickContextType, "SimulationTickContext type lookup failed.");
Assert.NotNull(EnemySimDataType, "EnemySimData type lookup failed.");
Assert.NotNull(EnemySeparationSolverProviderType, "EnemySeparationSolverProvider type lookup failed.");
Assert.NotNull(UpsertEnemyMethod, "UpsertEnemy reflection lookup failed.");
Assert.NotNull(RemoveEnemyByEntityIdMethod, "RemoveEnemyByEntityId reflection lookup failed.");
Assert.NotNull(TryGetEnemyDataMethod, "TryGetEnemyData reflection lookup failed.");
Assert.NotNull(TickMethod, "Tick reflection lookup failed.");
Assert.NotNull(SetUseSimulationMovementMethod, "SetUseSimulationMovement reflection lookup failed.");
Assert.NotNull(UseGridBucketSolverMethod, "UseGridBucketSolver reflection lookup failed.");
Assert.NotNull(EnemiesProperty, "Enemies property reflection lookup failed.");
_worldGameObject = new GameObject("SimulationWorldTickTests");
_worldComponent = _worldGameObject.AddComponent(SimulationWorldType);
SetUseSimulationMovementMethod.Invoke(_worldComponent, new object[] { true });
UseGridBucketSolverMethod.Invoke(null, new object[] { 1f });
}
[TearDown]
public void TearDown()
{
if (_worldComponent != null)
{
EntitySyncField?.SetValue(_worldComponent, null);
PresentationField?.SetValue(_worldComponent, null);
}
if (_worldGameObject != null)
{
Object.DestroyImmediate(_worldGameObject);
}
_worldComponent = null;
_worldGameObject = null;
}
[Test]
public void TickEnemies_ChasesPlayer_WhenOutOfAttackRange()
{
UpsertEnemy(CreateEnemy(entityId: 1001, position: Vector3.zero, speed: 2f, attackRange: 1f));
InvokeTick(deltaTime: 1f, realDeltaTime: 1f, playerPosition: new Vector3(10f, 0f, 0f));
object enemy = GetEnemyAt(0);
Assert.That((int)GetField(enemy, "State"), Is.EqualTo(1));
Vector3 position = (Vector3)GetField(enemy, "Position");
Vector3 forward = (Vector3)GetField(enemy, "Forward");
Assert.That(position.x, Is.EqualTo(2f).Within(0.0001f));
Assert.That(position.z, Is.EqualTo(0f).Within(0.0001f));
Assert.That(forward.x, Is.EqualTo(1f).Within(0.0001f));
}
[Test]
public void TickEnemies_StopsMovement_WhenInAttackRange()
{
Vector3 startPosition = Vector3.zero;
UpsertEnemy(CreateEnemy(entityId: 1002, position: startPosition, speed: 3f, attackRange: 2f));
InvokeTick(deltaTime: 1f, realDeltaTime: 1f, playerPosition: new Vector3(1f, 0f, 0f));
object enemy = GetEnemyAt(0);
Assert.That((int)GetField(enemy, "State"), Is.EqualTo(2));
Vector3 position = (Vector3)GetField(enemy, "Position");
Assert.That(position.x, Is.EqualTo(startPosition.x).Within(0.0001f));
Assert.That(position.y, Is.EqualTo(startPosition.y).Within(0.0001f));
Assert.That(position.z, Is.EqualTo(startPosition.z).Within(0.0001f));
}
[Test]
public void RemoveEnemyByEntityId_RemapIndex_ForMovedEnemy()
{
UpsertEnemy(CreateEnemy(entityId: 2001, position: new Vector3(0f, 0f, 0f), speed: 1f, attackRange: 1f));
UpsertEnemy(CreateEnemy(entityId: 2002, position: new Vector3(2f, 0f, 0f), speed: 1f, attackRange: 1f));
UpsertEnemy(CreateEnemy(entityId: 2003, position: new Vector3(4f, 0f, 0f), speed: 1f, attackRange: 1f));
bool removed = RemoveEnemyByEntityId(2002);
bool removedEntityExists = TryGetEnemyData(2002, out _);
bool movedEntityExists = TryGetEnemyData(2003, out object movedEnemy);
Assert.IsTrue(removed);
Assert.That(GetEnemiesCount(), Is.EqualTo(2));
Assert.IsFalse(removedEntityExists);
Assert.IsTrue(movedEntityExists);
Assert.That((int)GetField(movedEnemy, "EntityId"), Is.EqualTo(2003));
Assert.That((int)GetField(GetEnemyAt(1), "EntityId"), Is.EqualTo(2003));
}
private object CreateEnemy(int entityId, Vector3 position, float speed, float attackRange)
{
object enemy = System.Activator.CreateInstance(EnemySimDataType);
SetField(ref enemy, "EntityId", entityId);
SetField(ref enemy, "Position", position);
SetField(ref enemy, "Forward", Vector3.forward);
SetField(ref enemy, "Rotation", Quaternion.identity);
SetField(ref enemy, "Speed", speed);
SetField(ref enemy, "AttackRange", attackRange);
SetField(ref enemy, "AvoidEnemyOverlap", false);
SetField(ref enemy, "EnemyBodyRadius", 0.45f);
SetField(ref enemy, "SeparationIterations", 1);
SetField(ref enemy, "TargetType", 0);
SetField(ref enemy, "State", 0);
return enemy;
}
private void InvokeTick(float deltaTime, float realDeltaTime, Vector3 playerPosition)
{
object tickContext = System.Activator.CreateInstance(
SimulationTickContextType,
BindingFlags.Public | BindingFlags.Instance,
null,
new object[] { deltaTime, realDeltaTime, playerPosition },
null);
TickMethod.Invoke(_worldComponent, new[] { tickContext });
}
private void UpsertEnemy(object enemy)
{
UpsertEnemyMethod.Invoke(_worldComponent, new[] { enemy });
}
private bool RemoveEnemyByEntityId(int entityId)
{
return (bool)RemoveEnemyByEntityIdMethod.Invoke(_worldComponent, new object[] { entityId });
}
private bool TryGetEnemyData(int entityId, out object enemyData)
{
object boxedDefault = System.Activator.CreateInstance(EnemySimDataType);
object[] parameters = { entityId, boxedDefault };
bool result = (bool)TryGetEnemyDataMethod.Invoke(_worldComponent, parameters);
enemyData = parameters[1];
return result;
}
private object GetEnemyAt(int index)
{
object enemies = EnemiesProperty.GetValue(_worldComponent);
PropertyInfo itemProperty = enemies.GetType().GetProperty("Item", PublicInstance);
return itemProperty.GetValue(enemies, new object[] { index });
}
private int GetEnemiesCount()
{
object enemies = EnemiesProperty.GetValue(_worldComponent);
PropertyInfo countProperty = enemies.GetType().GetProperty("Count", PublicInstance);
return (int)countProperty.GetValue(enemies);
}
private static object GetField(object target, string fieldName)
{
FieldInfo field = target.GetType().GetField(fieldName, PublicInstance);
return field.GetValue(target);
}
private static void SetField(ref object target, string fieldName, object value)
{
FieldInfo field = target.GetType().GetField(fieldName, PublicInstance);
field.SetValue(target, value);
}
}
}

View File

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serializedVersion: 2
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icon: {instanceID: 0}
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@ -0,0 +1,9 @@
{
"name": "Simulation.PlayModeTests",
"references": [],
"optionalUnityReferences": [
"TestAssemblies"
],
"includePlatforms": [],
"excludePlatforms": []
}

View File

@ -0,0 +1,7 @@
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@ -0,0 +1,232 @@
using System.Collections;
using System.Reflection;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
namespace Simulation.Tests.PlayMode
{
public class SimulationWorldPlayModeTests
{
private const string GameAssemblyName = "Assembly-CSharp";
private const BindingFlags PublicStatic = BindingFlags.Public | BindingFlags.Static;
private const BindingFlags PublicInstance = BindingFlags.Public | BindingFlags.Instance;
private const BindingFlags NonPublicInstance = BindingFlags.NonPublic | BindingFlags.Instance;
private static readonly System.Type SimulationWorldType =
System.Type.GetType($"Simulation.SimulationWorld, {GameAssemblyName}");
private static readonly System.Type SimulationTickContextType =
System.Type.GetType($"Simulation.SimulationTickContext, {GameAssemblyName}");
private static readonly System.Type EnemySimDataType =
System.Type.GetType($"Simulation.EnemySimData, {GameAssemblyName}");
private static readonly System.Type EnemySeparationSolverProviderType =
System.Type.GetType($"CustomUtility.EnemySeparationSolverProvider, {GameAssemblyName}");
private static readonly MethodInfo UpsertEnemyMethod =
SimulationWorldType?.GetMethod("UpsertEnemy", NonPublicInstance);
private static readonly MethodInfo RemoveEnemyByEntityIdMethod =
SimulationWorldType?.GetMethod("RemoveEnemyByEntityId", NonPublicInstance);
private static readonly MethodInfo TryGetEnemyDataMethod =
SimulationWorldType?.GetMethod("TryGetEnemyData", NonPublicInstance);
private static readonly MethodInfo TickMethod =
SimulationWorldType?.GetMethod("Tick", PublicInstance);
private static readonly MethodInfo SetUseSimulationMovementMethod =
SimulationWorldType?.GetMethod("SetUseSimulationMovement", PublicInstance);
private static readonly MethodInfo UseGridBucketSolverMethod =
EnemySeparationSolverProviderType?.GetMethod("UseGridBucketSolver", PublicStatic);
private static readonly FieldInfo EntitySyncField =
SimulationWorldType?.GetField("_entitySync", NonPublicInstance);
private static readonly FieldInfo PresentationField =
SimulationWorldType?.GetField("_presentation", NonPublicInstance);
private static readonly PropertyInfo EnemiesProperty =
SimulationWorldType?.GetProperty("Enemies", PublicInstance);
private GameObject _worldGameObject;
private Component _worldComponent;
[UnitySetUp]
public IEnumerator SetUp()
{
Assert.NotNull(SimulationWorldType, "SimulationWorld type lookup failed.");
Assert.NotNull(SimulationTickContextType, "SimulationTickContext type lookup failed.");
Assert.NotNull(EnemySimDataType, "EnemySimData type lookup failed.");
Assert.NotNull(EnemySeparationSolverProviderType, "EnemySeparationSolverProvider type lookup failed.");
Assert.NotNull(UpsertEnemyMethod, "UpsertEnemy reflection lookup failed.");
Assert.NotNull(RemoveEnemyByEntityIdMethod, "RemoveEnemyByEntityId reflection lookup failed.");
Assert.NotNull(TryGetEnemyDataMethod, "TryGetEnemyData reflection lookup failed.");
Assert.NotNull(TickMethod, "Tick reflection lookup failed.");
Assert.NotNull(SetUseSimulationMovementMethod, "SetUseSimulationMovement reflection lookup failed.");
Assert.NotNull(UseGridBucketSolverMethod, "UseGridBucketSolver reflection lookup failed.");
Assert.NotNull(EnemiesProperty, "Enemies property reflection lookup failed.");
_worldGameObject = new GameObject("SimulationWorldPlayModeTests");
_worldComponent = _worldGameObject.AddComponent(SimulationWorldType);
// Isolate PlayMode regression to simulation behavior only.
EntitySyncField?.SetValue(_worldComponent, null);
PresentationField?.SetValue(_worldComponent, null);
SetUseSimulationMovementMethod.Invoke(_worldComponent, new object[] { true });
UseGridBucketSolverMethod.Invoke(null, new object[] { 1f });
yield return null;
}
[UnityTearDown]
public IEnumerator TearDown()
{
if (_worldComponent != null)
{
EntitySyncField?.SetValue(_worldComponent, null);
PresentationField?.SetValue(_worldComponent, null);
}
if (_worldGameObject != null)
{
Object.Destroy(_worldGameObject);
}
_worldComponent = null;
_worldGameObject = null;
yield return null;
}
[UnityTest]
public IEnumerator TickEnemies_ChasesPlayer_WhenOutOfAttackRange()
{
UpsertEnemy(CreateEnemy(entityId: 3001, position: Vector3.zero, speed: 2f, attackRange: 1f));
InvokeTick(deltaTime: 1f, realDeltaTime: 1f, playerPosition: new Vector3(10f, 0f, 0f));
object enemy = GetEnemyAt(0);
Assert.That((int)GetField(enemy, "State"), Is.EqualTo(1));
Vector3 position = (Vector3)GetField(enemy, "Position");
Vector3 forward = (Vector3)GetField(enemy, "Forward");
Assert.That(position.x, Is.EqualTo(2f).Within(0.0001f));
Assert.That(position.z, Is.EqualTo(0f).Within(0.0001f));
Assert.That(forward.x, Is.EqualTo(1f).Within(0.0001f));
yield break;
}
[UnityTest]
public IEnumerator TickEnemies_StopsMovement_WhenInAttackRange()
{
Vector3 startPosition = Vector3.zero;
UpsertEnemy(CreateEnemy(entityId: 3002, position: startPosition, speed: 3f, attackRange: 2f));
InvokeTick(deltaTime: 1f, realDeltaTime: 1f, playerPosition: new Vector3(1f, 0f, 0f));
object enemy = GetEnemyAt(0);
Assert.That((int)GetField(enemy, "State"), Is.EqualTo(2));
Vector3 position = (Vector3)GetField(enemy, "Position");
Assert.That(position.x, Is.EqualTo(startPosition.x).Within(0.0001f));
Assert.That(position.y, Is.EqualTo(startPosition.y).Within(0.0001f));
Assert.That(position.z, Is.EqualTo(startPosition.z).Within(0.0001f));
yield break;
}
[UnityTest]
public IEnumerator RemoveEnemyByEntityId_RemapIndex_ForMovedEnemy()
{
UpsertEnemy(CreateEnemy(entityId: 3101, position: new Vector3(0f, 0f, 0f), speed: 1f, attackRange: 1f));
UpsertEnemy(CreateEnemy(entityId: 3102, position: new Vector3(2f, 0f, 0f), speed: 1f, attackRange: 1f));
UpsertEnemy(CreateEnemy(entityId: 3103, position: new Vector3(4f, 0f, 0f), speed: 1f, attackRange: 1f));
bool removed = RemoveEnemyByEntityId(3102);
bool removedEntityExists = TryGetEnemyData(3102, out _);
bool movedEntityExists = TryGetEnemyData(3103, out object movedEnemy);
Assert.IsTrue(removed);
Assert.That(GetEnemiesCount(), Is.EqualTo(2));
Assert.IsFalse(removedEntityExists);
Assert.IsTrue(movedEntityExists);
Assert.That((int)GetField(movedEnemy, "EntityId"), Is.EqualTo(3103));
Assert.That((int)GetField(GetEnemyAt(1), "EntityId"), Is.EqualTo(3103));
yield break;
}
private object CreateEnemy(int entityId, Vector3 position, float speed, float attackRange)
{
object enemy = System.Activator.CreateInstance(EnemySimDataType);
SetField(ref enemy, "EntityId", entityId);
SetField(ref enemy, "Position", position);
SetField(ref enemy, "Forward", Vector3.forward);
SetField(ref enemy, "Rotation", Quaternion.identity);
SetField(ref enemy, "Speed", speed);
SetField(ref enemy, "AttackRange", attackRange);
SetField(ref enemy, "AvoidEnemyOverlap", false);
SetField(ref enemy, "EnemyBodyRadius", 0.45f);
SetField(ref enemy, "SeparationIterations", 1);
SetField(ref enemy, "TargetType", 0);
SetField(ref enemy, "State", 0);
return enemy;
}
private void InvokeTick(float deltaTime, float realDeltaTime, Vector3 playerPosition)
{
object tickContext = System.Activator.CreateInstance(
SimulationTickContextType,
BindingFlags.Public | BindingFlags.Instance,
null,
new object[] { deltaTime, realDeltaTime, playerPosition },
null);
TickMethod.Invoke(_worldComponent, new[] { tickContext });
}
private void UpsertEnemy(object enemy)
{
UpsertEnemyMethod.Invoke(_worldComponent, new[] { enemy });
}
private bool RemoveEnemyByEntityId(int entityId)
{
return (bool)RemoveEnemyByEntityIdMethod.Invoke(_worldComponent, new object[] { entityId });
}
private bool TryGetEnemyData(int entityId, out object enemyData)
{
object boxedDefault = System.Activator.CreateInstance(EnemySimDataType);
object[] parameters = { entityId, boxedDefault };
bool result = (bool)TryGetEnemyDataMethod.Invoke(_worldComponent, parameters);
enemyData = parameters[1];
return result;
}
private object GetEnemyAt(int index)
{
object enemies = EnemiesProperty.GetValue(_worldComponent);
PropertyInfo itemProperty = enemies.GetType().GetProperty("Item", PublicInstance);
return itemProperty.GetValue(enemies, new object[] { index });
}
private int GetEnemiesCount()
{
object enemies = EnemiesProperty.GetValue(_worldComponent);
PropertyInfo countProperty = enemies.GetType().GetProperty("Count", PublicInstance);
return (int)countProperty.GetValue(enemies);
}
private static object GetField(object target, string fieldName)
{
FieldInfo field = target.GetType().GetField(fieldName, PublicInstance);
return field.GetValue(target);
}
private static void SetField(ref object target, string fieldName, object value)
{
FieldInfo field = target.GetType().GetField(fieldName, PublicInstance);
field.SetValue(target, value);
}
}
}

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@ -0,0 +1,11 @@
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guid: 9d1958a6d5ed459cb1809b72ad922479
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -80,7 +80,7 @@ PlayerSettings:
androidPredictiveBackSupport: 1 androidPredictiveBackSupport: 1
defaultIsNativeResolution: 1 defaultIsNativeResolution: 1
macRetinaSupport: 1 macRetinaSupport: 1
runInBackground: 0 runInBackground: 1
captureSingleScreen: 0 captureSingleScreen: 0
muteOtherAudioSources: 0 muteOtherAudioSources: 0
Prepare IOS For Recording: 0 Prepare IOS For Recording: 0

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@ -0,0 +1,52 @@
# P1.5 Simulation 收尾说明P2 输入基线)
## 测试设备与环境
- 设备iQOO Neo8
- CPU第一代骁龙 8+ 八核
- 内存12 GB
- 系统OriginOS 6Android 16
- Unity Profiler 口径:以 CPU `ms` 为主,`fps` 仅作辅助Android 端 60 fps 上限)
- Profiler 配置:`Call Stacks = Off`(开启会额外放大 CPU 开销,不纳入本次基线)
## CPU 分阶段数据P1.5
| 怪物数量 | 帧率 | MoveSeperation 占比 | BuildInput 占比 | WriteBack 占比 | StateUpdate 占比 |
|--------|---------------------|--------------------|------------------|------------------|------------------|
| `500` | `60 fps (16.56 ms)` | `25.8% (4.28 ms)` | `1.2% (0.20 ms)` | `1.0% (0.17 ms)` | `0.7% (0.12 ms)` |
| `1000` | `44 fps (22.77 ms)` | `38.9% (8.86 ms)` | `1.8% (0.41 ms)` | `1.5% (0.36 ms)` | `1.0% (0.23 ms)` |
| `1500` | `33 fps (29.83 ms)` | `46.7% (13.95 ms)` | `2.0% (0.61 ms)` | `1.7% (0.51 ms)` | `1.1% (0.35 ms)` |
| `2000` | `19 fps (53.04 ms)` | `43.1% (19.53 ms)` | `2.1% (0.97 ms)` | `1.5% (0.69 ms)` | `1.0% (0.49 ms)` |
## Memory 对比P1 -> P1.5
| 怪物数量 | GC Used Memory | GC Allocated In Frame | TickEnemies GC |
|--------|------------------|-----------------------|-----------------|
| `500` | `7.8 -> 7.9 MB` | `29.5 -> 2.1 KB` | `27.4 -> 0 KB` |
| `1000` | `8.8 -> 8.8 MB` | `56.6 -> 2.1 KB` | `54.5 -> 0 KB` |
| `1500` | `10.0 -> 9.0 MB` | `84.2 -> 2.1 KB` | `82.1 -> 0 KB` |
| `2000` | `11.8 -> 9.9 MB` | `109.7 -> 2.1 KB` | `107.6 -> 0 KB` |
## CPU 热路径对比P1 -> P1.5
说明P1.5 的 `TickEnemies` 以四阶段总和近似对齐 P1 的 `TickEnemies ms`
| 怪物数量 | P1 TickEnemies | P1.5 四阶段合计 | 降幅 |
|--------|----------------|------------|----------|
| `500` | `6.18 ms` | `4.77 ms` | `-22.8%` |
| `1000` | `12.80 ms` | `9.86 ms` | `-23.0%` |
| `1500` | `20.11 ms` | `15.42 ms` | `-23.3%` |
| `2000` | `29.62 ms` | `21.68 ms` | `-26.8%` |
## 结论Checkpoint 6
- GC 目标达成:`TickEnemies GC` 在 `500~2000` 敌人数下均为 `0 KB`,满足 `< 5 KB/frame` 目标。
- CPU 阶段可观测性达成:`BuildInput -> Move/Separation -> StateUpdate -> WriteBack` 已可稳定采样。
- 当前主瓶颈明确:`MoveSeperation` 是绝对热点(约 `43%~47%` 帧占比P2 优先并行化该阶段。
- 评估口径可复现Android 端受 `60 fps` 上限影响,性能判断以 CPU `ms` 为准。
## 回滚开关说明
- 开关字段:`SimulationWorld._useSimulationMovement`(序列化私有字段)
- 对外接口:`UseSimulationMovement` / `SetUseSimulationMovement(bool)`
- 回滚方式:将开关置 `false`,敌人立即回退到旧 `MovementComponent` 更新路径。
- 验证建议:同场景同刷怪参数下执行 A/B 对比,确认行为一致与性能差异。
## P2 交接建议
- Job/Burst 第一优先级:`MoveSeperation` 阶段并行化。
- 保持阶段边界不变:继续维持四阶段管线与 `ProfilerMarker`,避免失去对比口径。
- 保持生命周期/索引规则不变:`EntitySync` 与 swap-back/remap 继续作为硬约束。

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@ -70,37 +70,37 @@
- 敌人移动/追踪由 Simulation 统一调度,不再逐个 Enemy MonoBehaviour 执行核心逻辑。 - 敌人移动/追踪由 Simulation 统一调度,不再逐个 Enemy MonoBehaviour 执行核心逻辑。
## 2.5 P1.5 Simulation 收尾P2 前置) ## 2.5 P1.5 Simulation 收尾P2 前置)
- [ ] Checkpoint 1清理 `TickEnemies` 侧 GC优先级最高 - [x] Checkpoint 1清理 `TickEnemies` 侧 GC优先级最高
- 目标:将 `TickEnemies GC` 从当前 `27~108 KB` 降到 `< 5 KB / frame` - 目标:将 `TickEnemies GC` 从当前 `27~108 KB` 降到 `< 5 KB / frame`
- 重点文件:`Assets/GameMain/Scripts/Utility/EnemySeperator/GridBucketEnemySeparationSolver.cs`。 - 重点文件:`Assets/GameMain/Scripts/Utility/EnemySeperator/GridBucketEnemySeparationSolver.cs`。
- 处理方式:桶容器与临时列表复用(包含 bucket list 复用池),避免每帧重建集合。 - 处理方式:桶容器与临时列表复用(包含 bucket list 复用池),避免每帧重建集合。
- 完成标准:`2000` 敌人压测下 `TickEnemies GC` 稳定 `< 5 KB / frame` - 完成标准:`2000` 敌人压测下 `TickEnemies GC` 稳定 `< 5 KB / frame`
- [ ] Checkpoint 2解耦 Simulation 核心与 `Transform` 运行时依赖 - [x] Checkpoint 2解耦 Simulation 核心与 `Transform` 运行时依赖
- 目标:`SimulationWorld.TickEnemies` 不直接读取或写入 `Transform` - 目标:`SimulationWorld.TickEnemies` 不直接读取或写入 `Transform`
- 重点文件:`Assets/GameMain/Scripts/Simulation/SimulationWorld.cs`、`Assets/GameMain/Scripts/Utility/EnemySeperator/IEnemySeparationSolver.cs`、`Assets/GameMain/Scripts/Utility/EnemySeperator/EnemySeparationSolverProvider.cs`。 - 重点文件:`Assets/GameMain/Scripts/Simulation/SimulationWorld.cs`、`Assets/GameMain/Scripts/Utility/EnemySeperator/IEnemySeparationSolver.cs`、`Assets/GameMain/Scripts/Utility/EnemySeperator/EnemySeparationSolverProvider.cs`。
- 处理方式:互斥求解输入改为纯数据(位置/半径/索引),`Transform` 仅在 Presentation 阶段回写。 - 处理方式:互斥求解输入改为纯数据(位置/半径/索引),`Transform` 仅在 Presentation 阶段回写。
- 完成标准:`TickEnemies` 热路径中不出现 `Transform` 访问。 - 完成标准:`TickEnemies` 热路径中不出现 `Transform` 访问。
- [ ] Checkpoint 3收口 `EntitySync` 职责边界 - [x] Checkpoint 3收口 `EntitySync` 职责边界
- 目标:`EntitySync` 仅处理生命周期映射,不承担运行时移动逻辑。 - 目标:`EntitySync` 仅处理生命周期映射,不承担运行时移动逻辑。
- 重点文件:`Assets/GameMain/Scripts/Simulation/SimulationWorld.EntitySync.cs`。 - 重点文件:`Assets/GameMain/Scripts/Simulation/SimulationWorld.EntitySync.cs`。
- 处理方式:保留注册/反注册与初值同步,移除 Tick 过程依赖。 - 处理方式:保留注册/反注册与初值同步,移除 Tick 过程依赖。
- 完成标准:`OnShow/OnHide` 逻辑稳定,且不引入运行时分配热点。 - 完成标准:`OnShow/OnHide` 逻辑稳定,且不引入运行时分配热点。
- [ ] Checkpoint 4拆分 Simulation Tick 阶段,为 Job 化铺路 - [x] Checkpoint 4拆分 Simulation Tick 阶段,为 Job 化铺路
- 目标:将敌人 Tick 拆分为稳定阶段,便于后续迁移 `IJobParallelFor` - 目标:将敌人 Tick 拆分为稳定阶段,便于后续迁移 `IJobParallelFor`
- 建议阶段:`BuildInput -> Move/Separation -> StateUpdate -> WriteBack`。 - 建议阶段:`BuildInput -> Move/Separation -> StateUpdate -> WriteBack`。
- 重点文件:`Assets/GameMain/Scripts/Simulation/SimulationWorld.cs`。 - 重点文件:`Assets/GameMain/Scripts/Simulation/SimulationWorld.cs`。
- 完成标准:每阶段有独立 `ProfilerMarker`,可明确观测耗时占比。 - 完成标准:每阶段有独立 `ProfilerMarker`,可明确观测耗时占比。
- [ ] Checkpoint 5补最小回归测试P1.5 重构保护) - [x] Checkpoint 5补最小回归测试P1.5 重构保护)
- 目标:确保重构不改变战斗行为。 - 目标:确保重构不改变战斗行为。
- 建议目录:`Assets/Tests/Simulation/`。 - 建议目录:`Assets/Tests/Simulation/`。
- 用例范围:追踪玩家、攻击距离停下、实体移除后的索引重映射。 - 用例范围:追踪玩家、攻击距离停下、实体移除后的索引重映射。
- 完成标准EditMode/PlayMode 相关用例通过,主流程手测无回归。 - 完成标准EditMode/PlayMode 相关用例通过,主流程手测无回归。
- [ ] Checkpoint 6补充 P1.5 结项文档 - [x] Checkpoint 6补充 P1.5 结项文档
- 输出:`P1.5 收尾说明 + 对比数据 + 回滚开关`。 - 输出:`P1.5 收尾说明 + 对比数据 + 回滚开关`。
- 明确记录Android 60fps 上限、Profiler 采样配置Call Stacks 开关状态)、评估以 CPU ms 为主。 - 明确记录Android 60fps 上限、Profiler 采样配置Call Stacks 开关状态)、评估以 CPU ms 为主。
- 完成标准:文档可复现实验结论,并可作为 P2 输入基线。 - 完成标准:文档可复现实验结论,并可作为 P2 输入基线。
@ -190,3 +190,4 @@
- [ ] 回归用例(至少战斗、关卡切换、商店、升级)。 - [ ] 回归用例(至少战斗、关卡切换、商店、升级)。
- [ ] Profiling 对比(改造前后同场景同参数)。 - [ ] Profiling 对比(改造前后同场景同参数)。
- [ ] 风险与回滚说明(特别是热更新与渲染链路)。 - [ ] 风险与回滚说明(特别是热更新与渲染链路)。

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@ -0,0 +1,89 @@
---
name: simulation-development
description: Maintain and extend the VampireLike Simulation layer. Use when modifying `Assets/GameMain/Scripts/Simulation` or related runtime paths (`GameStateBattle`, enemy movement gate, entity lifecycle sync, separation solver), including P1.5 cleanup and P2 Job/Burst preparation.
---
# Simulation Development
## Quick Start
1. Read baseline design doc: `./references/SimulationDevelopmentSkill.md`.
2. Read latest measured baseline: `../../docs/P1.5 Simulation-Supplement.md`.
3. Confirm your change scope is one or more of:
- `SimData` contracts (`EnemySimData`, `ProjectileSimData`, `PickupSimData`)
- lifecycle sync (`SimulationWorld.EntitySync`)
- per-frame simulation (`SimulationWorld.Tick`, `TickEnemies`)
- presentation write-back (`SimulationWorld.Presentation`)
- enemy separation solver integration (`EnemySeparationSolverProvider`)
4. Keep rollback path available through `UseSimulationMovement`.
## Source Map
- Simulation core: `../../Assets/GameMain/Scripts/Simulation/SimulationWorld.cs`
- Lifecycle sync: `../../Assets/GameMain/Scripts/Simulation/SimulationWorld.EntitySync.cs`
- Presentation sync: `../../Assets/GameMain/Scripts/Simulation/SimulationWorld.Presentation.cs`
- Tick context: `../../Assets/GameMain/Scripts/Simulation/SimulationTickContext.cs`
- Index binding: `../../Assets/GameMain/Scripts/Simulation/EntityBinding.cs`
- Battle entry: `../../Assets/GameMain/Scripts/Procedure/Game/GameStateBattle.cs`
- Global component init: `../../Assets/GameMain/Scripts/Base/GameEntry.Custom.cs`
- Enemy old path gate:
- `../../Assets/GameMain/Scripts/Entity/EntityLogic/Enemy/MeleeEnemy.cs`
- `../../Assets/GameMain/Scripts/Entity/EntityLogic/Enemy/RemoteEnemy.cs`
- Separation solver:
- `../../Assets/GameMain/Scripts/Utility/EnemySeperator/IEnemySeparationSolver.cs`
- `../../Assets/GameMain/Scripts/Utility/EnemySeperator/EnemySeparationSolverProvider.cs`
- `../../Assets/GameMain/Scripts/Utility/EnemySeperator/GridBucketEnemySeparationSolver.cs`
- P1.5 baseline doc:
- `../../docs/P1.5 Simulation-Supplement.md`
## Non-Negotiable Invariants
- Maintain `EntityId <-> SimulationIndex` consistency.
- Use swap-back removal (`move last -> remove last -> remap index`).
- Keep lifecycle registration/removal inside `EntitySync` event flow; do not double-write containers from gameplay code.
- Keep logic/presentation boundary:
- Simulation computes logical outputs.
- Presentation writes back `Transform`.
- Keep A/B rollback path:
- `UseSimulationMovement == false` must preserve old behavior path.
- Avoid new managed allocations in Tick hot paths.
## Change Recipes
### Add or Change SimData Fields
1. Update target struct in `Simulation/SimData/`.
2. Populate default/initial values in `EntitySync` create methods.
3. Apply runtime updates in `Tick` phase.
4. Consume outputs in `Presentation` only if visual write-back is needed.
5. Ensure backward compatibility when `UseSimulationMovement` is off.
### Extend Enemy Tick Behavior
1. Keep deterministic stage order (`BuildInput -> Move/Separation -> StateUpdate -> WriteBack`).
2. Preserve state semantics and avoid direct UI/event side effects in Tick.
3. Keep `ProfilerMarker` coverage for each stage.
4. Keep Tick hot path data-driven (no direct `Transform` read/write).
### Implement Projectile/Pickup Tick (from placeholder to real behavior)
1. Keep lifecycle path unchanged (`EntitySync` handles add/remove).
2. Add dedicated tick methods in `SimulationWorld` for each data type.
3. Keep outputs in data containers; write visuals in presentation phase.
4. Ensure removal path and binding remap rules are identical to enemy path.
### Refactor Toward Job/Burst
1. Prioritize `Move/Separation` stage parallelization.
2. Keep `ProfilerMarker` and stage boundaries stable for P1.5/P2 comparison.
3. Leave transform write-back to presentation-only stage.
4. Keep managed allocations and virtual dispatch out of core loops.
## Validation Checklist
- `UseSimulationMovement = false` and `true` both run correctly.
- No duplicate registration or stale index after entity hide/destroy.
- Battle loop remains stable (`Battle -> LevelUp -> Shop -> Battle`).
- No new per-frame GC spikes in `TickEnemies`.
- Main flow has no new Error/Exception logs.
- Update `./references/SimulationDevelopmentSkill.md` and `../../docs/P1.5 Simulation-Supplement.md` if contracts, boundaries, or baseline data changed.

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interface:
display_name: "Simulation Development"
short_description: "Maintain and extend VampireLike Simulation architecture"
default_prompt: "Use $simulation-development to implement and validate a Simulation layer change with rollback safety."

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# Simulation Development SkillVampireLike
## 目标
本文件是 `Simulation` 分层的开发规范与速查手册。
后续调整敌人移动、补齐投射物/掉落物逻辑、推进 Job/Burst 改造时,优先按本文档执行,避免反复通读全部代码。
## 当前架构总览P1.5 已落地)
- Simulation 主目录:`Assets/GameMain/Scripts/Simulation/`
- 核心组件:`SimulationWorld``GameFrameworkComponent`
- 数据容器:
- `List<EnemySimData> _enemies`
- `List<ProjectileSimData> _projectiles`
- `List<PickupSimData> _pickups`
- Tick 临时缓冲:
- `List<EnemyTickWorkItem> _enemyTickWorkItems`
- `List<EnemySeparationAgent> _enemySeparationAgents`
- 索引绑定:`EntityBinding``EntityId <-> SimulationIndex` 双向映射)
- 生命周期同步:`SimulationWorld.EntitySync`(监听实体 Show/Hide 事件)
- 表现层回写:`SimulationWorld.Presentation``LateUpdate` 写回 `Transform`
- Tick 上下文:`SimulationTickContext``DeltaTime`、`RealDeltaTime`、`PlayerPosition`
## 运行时主链路(按帧)
1. `GameEntry.InitCustomComponents()` 获取或自动挂载 `SimulationWorld`
文件:`Assets/GameMain/Scripts/Base/GameEntry.Custom.cs`
2. `ProcedureGame.OnEnter()` 清理旧 Simulation 数据
文件:`Assets/GameMain/Scripts/Procedure/Game/ProcedureGame.cs`
3. `GameStateBattle.OnUpdate()` 中先执行刷怪,再执行 `SimulationWorld.Tick(...)`
文件:`Assets/GameMain/Scripts/Procedure/Game/GameStateBattle.cs`
4. `SimulationWorld.Tick()` 仅在 `UseSimulationMovement == true` 时执行敌人 Tick
5. `SimulationWorld.LateUpdate()` 执行 `Presentation.OnLateUpdate()`,将仿真结果写回敌人 `Transform`
## 生命周期与数据同步设计
`EntitySync` 通过事件驱动保持 Simulation 容器与实体生命周期一致:
| 事件 | 组名 | 行为 |
|---|---|---|
| `ShowEntitySuccessEventArgs` | `Enemy` | `RegisterEnemyLifecycle` + `UpsertEnemy` |
| `HideEntityCompleteEventArgs` | `Enemy` | `UnregisterEnemyLifecycle` + `RemoveEnemyByEntityId` |
| `ShowEntitySuccessEventArgs` | `Drop` | `RegisterPickupLifecycle` + `UpsertPickup` |
| `HideEntityCompleteEventArgs` | `Drop` | `UnregisterPickupLifecycle` + `RemovePickupByEntityId` |
| `ShowEntitySuccessEventArgs` | `Bullet` / `Projectile` | `RegisterProjectileLifecycle` + `UpsertProjectile` |
| `HideEntityCompleteEventArgs` | `Bullet` / `Projectile` | `UnregisterProjectileLifecycle` + `RemoveProjectileByEntityId` |
关键规则:
- 删除容器元素统一使用“末尾覆盖 + `RemoveAt(lastIndex)` + `EntityBinding.RemapIndex`”。
- `Upsert` 语义:`EntityId` 已存在则覆盖,不存在则追加。
## EnemySimData 合约(当前实现)
文件:`Assets/GameMain/Scripts/Simulation/SimData/EnemySimData.cs`
- `EntityId`:实体唯一标识
- `Position / Forward / Rotation`:逻辑输出与表现层写回字段
- `Speed`:来自 `EnemyData.SpeedBase`
- `AttackRange`:当前固定初始化为 `1f`
- `AvoidEnemyOverlap / EnemyBodyRadius / SeparationIterations`:从 `MovementComponent` 读取
- `TargetType / State`:状态扩展预留
当前状态值(`SimulationWorld` 常量):
- `0`Idle
- `1`Chasing
- `2`InAttackRange
## TickEnemies 当前算法P1.5 分阶段)
文件:`Assets/GameMain/Scripts/Simulation/SimulationWorld.cs`
`TickEnemies` 入口保持纯数据热路径,不直接读写 `Transform`,按四阶段执行:
1. `BuildInput`
- 计算到玩家平面距离
- 产出 `EnemyTickWorkItem`
- 生成分离输入 `EnemySeparationAgent`
2. `Move/Separation`
- 计算追踪位移与朝向
- 通过 `EnemySeparationSolverProvider.ResolveSimulation(...)` 做互斥求解
3. `StateUpdate`
- 按距离与可追逐状态更新 `Idle/Chasing/InAttackRange`
4. `WriteBack`
- 回写 `EnemySimData``Position/Forward/Rotation/State`
## 互斥求解器双通道Legacy + Simulation
文件:
- `Assets/GameMain/Scripts/Utility/EnemySeperator/IEnemySeparationSolver.cs`
- `Assets/GameMain/Scripts/Utility/EnemySeperator/EnemySeparationSolverProvider.cs`
- `Assets/GameMain/Scripts/Utility/EnemySeperator/GridBucketEnemySeparationSolver.cs`
说明:
- `SetSimulationAgents/ResolveSimulation`:供 Simulation 纯数据路径调用。
- `Register/Unregister/Resolve(Transform, ...)`:保留旧路径兼容与回滚能力。
- `GridBucketEnemySeparationSolver` 已加入桶列表复用池(`_bucketListPool`)以降低 GC。
## 表现层回写Presentation规则
文件:`Assets/GameMain/Scripts/Simulation/SimulationWorld.Presentation.cs`
- 仅在 `UseSimulationMovement == true` 时执行
- 遍历 `EnemyManager.Enemies`,按 `EntityId` 查找 `EnemySimData`
- 写回顺序:
- 始终写回 `position`
- 优先使用 `rotation`
- 若 `rotation` 无效,则回退到 `forward`
## 与旧移动系统的关系(重要)
- `MeleeEnemy` / `RemoteEnemy``OnUpdate` 开头门控:
- 开启 Simulation直接 `return`
- 关闭 Simulation走旧 `MovementComponent`
- 回滚能力来自同一构建内的 `UseSimulationMovement` A/B 开关。
## Projectile / Pickup 现状
- `ProjectileSimData`、`PickupSimData` 已具备容器、绑定与生命周期同步通道
- 当前仍未接入独立 Tick 行为,仅完成“创建/回收/索引同步”占位目标
## P1.5 实测基线P2 输入)
基线文档:`docs/P1.5 Simulation-Supplement.md`
关键结论:
- `TickEnemies GC``500/1000/1500/2000` 敌人数下均为 `0 KB`
- `GC Allocated In Frame` 从 P1 的 `29.5~109.7 KB` 降至 `2.1 KB`
- `TickEnemies` 热路径耗时(四阶段合计)对比 P1 降幅约 `22.8%~26.8%`
- Android 端评估以 CPU `ms` 为主,`fps` 受 60 上限影响
## 自动化回归P1.5 已补)
目录:`Assets/Tests/Simulation/EditMode/SimulationWorldTickTests.cs`
覆盖点:
- 敌人追踪玩家
- 进入攻击距离后停止移动
- 实体移除后的索引 remap 稳定性
## 后续扩展规范(必须遵守)
1. 先扩数据,再扩行为
先在 `SimData` 增字段,再改 `EntitySync` 初始化与 `Tick` 逻辑,最后改表现层消费。
2. 保留 A/B 路径
任何迁移都必须可在同一构建内通过开关回退到旧路径。
3. 生命周期只走 EntitySync
禁止在敌人业务代码中手动改写 Simulation 容器,避免双写导致索引错乱。
4. 维持“逻辑输出 / 表现消费”边界
Simulation 只产出逻辑结果,不直接触发 UI、特效、音频事件。
5. 删除策略统一用 swap-back
所有 Simulation 容器删除都必须 remap 索引,严禁 `RemoveAt(i)` 直接删中间项。
6. 热路径禁用托管分配
`TickEnemies`、互斥求解、阶段化循环里禁止 LINQ/临时集合扩张。
## P2 前的已知技术债
- `AttackRange` 目前固定值 `1f`,尚未由配置化数值驱动
- `EnemySimData.TargetType/State` 语义仍偏轻量,未形成完整状态机合约
- Projectile/Pickup 尚未迁移真实 Tick 行为
## 提交前检查清单
- 是否保持了 `UseSimulationMovement` 关闭时行为不变
- 是否保持了 `EntityId <-> SimulationIndex` 一致性(含移除 remap
- 是否避免在 Tick 热路径引入新 GC
- 是否将新字段接入了 `EntitySync -> Tick -> Presentation` 全链路
- 是否补充了最小回归验证(至少 Battle 循环、敌人移除、索引稳定性)
- 是否同步更新本 Skill 文档与 `docs/P1.5 Simulation-Supplement.md`

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---
name: weapon-development
description: Develop and extend the VampireLike weapon system. Use when creating new weapons, updating weapon state machines, changing target selection/effects/data parsing, or integrating weapon behavior with shop, inventory, and entity flow.
---
# Weapon Development
## Quick Start
1. Read full baseline spec: `./references/WeaponDevelopmentSkill.md`.
2. Confirm change scope:
- weapon runtime (`WeaponBase`, concrete weapons)
- state flow (`Idle`, `Check_OutRange`, `Check_InRange`, `Attack`)
- target selector (`ITargetSelector`, `TargetSelectorType`)
- effect layer (`IWeaponAttackEffect`)
- data contract (`DRWeapon`, `WeaponData`)
3. Keep behavior compatibility with current gameplay loop and UI/event chain.
## Source Map
- Weapon base: `../../Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponBase.cs`
- Existing weapons:
- `../../Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponKnife/`
- `../../Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponHandgun/`
- `../../Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/WeaponSlash.cs`
- Selectors:
- `../../Assets/GameMain/Scripts/Entity/EntityLogic/Weapon/TargetSelector/`
- Weapon data:
- `../../Assets/GameMain/Scripts/Entity/EntityData/Weapon/`
- Entity show flow:
- `../../Assets/GameMain/Scripts/Entity/EntityExtension.cs`
## Non-Negotiable Invariants
- Do not duplicate logic already owned by `WeaponBase`.
- Keep state transitions explicit and non-blocking.
- Keep cooldown accumulation valid even when no target is found.
- Keep attack logic and visual effect logic decoupled.
- Use safe parsing (`TryParse` + defaults) for runtime weapon parameters.
- Preserve compatibility with shop/inventory/UI refresh flow.
## Change Recipes
### Add a New Weapon
1. Extend `WeaponType` without reordering existing enum values.
2. Add `WeaponXxxData : WeaponData` for strong-typed fields.
3. Add `WeaponXxx : WeaponBase` and implement only weapon-specific behavior.
4. Build state files under `Weapon/WeaponXxx/` with partial class layout.
5. Register display/data mapping path so `ShowWeapon` can instantiate correctly.
### Add or Update a Target Selector
1. Implement `ITargetSelector`.
2. Update `TargetSelectorType`.
3. Register creation in `WeaponBase.CreateSelector`.
4. Validate target semantics with current-health rules where applicable.
### Add or Update Attack Effect
1. Implement `IWeaponAttackEffect`.
2. Trigger effect from weapon attack state only.
3. Keep damage resolution outside effect code.
## Validation Checklist
- Weapon can be shown, attached, and updated without exceptions.
- State machine does not stall across target loss/reacquire.
- Cooldown and range checks match design expectation.
- Damage path and effect path remain decoupled.
- UI/shop/inventory interactions stay stable after the change.
- Update `./references/WeaponDevelopmentSkill.md` if contracts changed.

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interface:
display_name: "Weapon Development"
short_description: "Build and extend VampireLike weapon architecture"
default_prompt: "Use $weapon-development to implement a weapon system change with stable state flow and data contracts."