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。
This commit is contained in:
SepComet
2026-02-23 10:29:47 +08:00
parent f0abf78128
commit e6d722ee1d
20 changed files with 2096 additions and 51 deletions
@@ -20,7 +20,7 @@ namespace CustomComponent
private const float CornerTapWindow = 0.6f;
private const int RequiredCornerTapCount = 3;
private Rect _windowRect = new Rect(20f, 60f, 460f, 620f);
private Rect _windowRect = new Rect(20f, 60f, 460f, 800f);
private bool _isPanelVisible;
private int _windowId;
@@ -178,6 +178,15 @@ namespace CustomComponent
$"Area Resolve: hits {simulationWorld.LastResolvedAreaHitCount}");
GUILayout.Label(
$"Broad Phase: cell {simulationWorld.LastCollisionCellSize:F2}, hasEnemyTargets {(simulationWorld.LastCollisionHasEnemyTargets ? "Yes" : "No")}");
if (simulationWorld.LastCollisionCandidateCount != 0)
{
Log.Info($"LastCollisionCandidateCount:{simulationWorld.LastCollisionCandidateCount}");
}
if (simulationWorld.LastResolvedAreaHitCount != 0)
{
Log.Info($"LastResolvedAreaHitCount:{simulationWorld.LastResolvedAreaHitCount}");
}
}
GUILayout.BeginHorizontal();
@@ -398,4 +407,4 @@ namespace CustomComponent
}
}
}
#endif
#endif