Checkpoint 7
1. Job 通道数据结构改为 Unity.Mathematics 类型(float3/quaternion),并保留 Simulation 主数据结构不变。 2. 更新了通道边界转换函数:进入 Job 通道时转为数学类型,回写 Simulation 时转回 Vector3/Quaternion。 3. 敌人 Job 热路径去掉 Vector3/Quaternion 中间态,核心执行统一 math.* + float3/quaternion。 4. 投射物移动 Job 热路径同样统一为数学类型计算与输出。 5. 新增 Burst 开关 A/B 一致性回归测试(EditMode + PlayMode),并补了反射入口校验。
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@@ -20,7 +20,7 @@ namespace CustomComponent
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private const float CornerTapWindow = 0.6f;
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private const int RequiredCornerTapCount = 3;
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private Rect _windowRect = new Rect(20f, 60f, 460f, 620f);
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private Rect _windowRect = new Rect(20f, 60f, 460f, 800f);
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private bool _isPanelVisible;
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private int _windowId;
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@@ -178,6 +178,15 @@ namespace CustomComponent
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$"Area Resolve: hits {simulationWorld.LastResolvedAreaHitCount}");
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GUILayout.Label(
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$"Broad Phase: cell {simulationWorld.LastCollisionCellSize:F2}, hasEnemyTargets {(simulationWorld.LastCollisionHasEnemyTargets ? "Yes" : "No")}");
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if (simulationWorld.LastCollisionCandidateCount != 0)
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{
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Log.Info($"LastCollisionCandidateCount:{simulationWorld.LastCollisionCandidateCount}");
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}
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if (simulationWorld.LastResolvedAreaHitCount != 0)
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{
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Log.Info($"LastResolvedAreaHitCount:{simulationWorld.LastResolvedAreaHitCount}");
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}
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}
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GUILayout.BeginHorizontal();
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@@ -398,4 +407,4 @@ namespace CustomComponent
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}
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}
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}
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#endif
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#endif
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