Cleanup 2

This commit is contained in:
SepComet
2026-04-02 12:36:01 +08:00
parent 1052cc0136
commit ffcd4e6b54
22 changed files with 246 additions and 598 deletions
@@ -1,4 +1,4 @@
using System.Collections.Generic;
using System.Collections.Generic;
using CustomDebugger;
using UnityEngine;
using UnityGameFramework.Runtime;
@@ -8,28 +8,28 @@ namespace Simulation
public sealed partial class SimulationWorld : GameFrameworkComponent
{
// Partial layout:
// - SimulationWorld.cs: 核心状态、常量和 Unity 生命周期入口点。
// - SimulationWorld.RuntimeModules.cs: 运行时域对象、配置和状态代理。
// - SimulationWorld.SimEntityState.cs: 模拟状态的增删改查和生命周期注册。
// - SimulationWorld.EntityToSimData.cs: Unity 实体到 sim data 的初始化适配。
// - SimulationWorld.EntitySync.cs: GameFramework 实体 show/hide 事件桥。
// - SimulationWorld.TargetSelectionSpatialIndex.cs: 最近敌空间索引查询。
// - Presentation/SimulationWorld.TransformSync.cs: late-update transform 同步桥。
// - Presentation/SimulationWorld.HitPresentation.cs: 投射物命中事件表现桥。
// - DataChannel/SimulationWorld.JobDataChannel.cs: Job 通道共享字段、常量和运行时状态。
// - DataChannel/SimulationWorld.JobDataLifecycle.cs: Native 通道初始化、清理和 clear。
// - DataChannel/SimulationWorld.JobDataConversion.cs: sim/job 数据转换与输入输出缓冲准备。
// - DataChannel/SimulationWorld.CollisionTransient.cs: 碰撞临时通道和运行时统计。
// - DataChannel/SimulationWorld.EnemySeparationTemporal.cs: 敌人分离的帧间临时状态。
// - DataChannel/SimulationWorld.JobOutputCommit.cs: Job 输出回写主容器。
// - Jobs/SimulationWorld.EnemyJobs.cs: 模拟通道 编排 + 敌人移动/分离 顺序执行
// - Jobs/SimulationWorld.ProjectileJobs.cs: 投射物移动与回收
// - Jobs/SimulationWorld.CollisionPipeline.cs: 碰撞管线共享配置和状态
// - Jobs/SimulationWorld.CollisionRequests.cs: area/sector 请求缓冲
// - Jobs/SimulationWorld.CollisionBroadPhase.cs: broad-phase 候选构建和 Job 调度
// - Jobs/SimulationWorld.CollisionResolve.cs: 主线程命中结算与 area settle
// - Jobs/SimulationWorld.CollisionPresentation.cs: 命中表现事件和实体/impact 解析
// - JobStruct/*.cs: burst job 内核和面向 job 的数据结构
// - SimulationWorld.cs: 鏍稿績鐘舵€併€佸父閲忓拰 Unity 鐢熷懡鍛ㄦ湡鍏ュ彛鐐广€?
// - SimulationWorld.RuntimeModules.cs: 杩愯鏃跺煙瀵硅薄銆侀厤缃拰鐘舵€佷唬鐞嗐€?
// - SimulationWorld.SimEntityState.cs: 妯℃嫙鐘舵€佺殑澧炲垹鏀规煡鍜岀敓鍛藉懆鏈熸敞鍐屻€?
// - SimulationWorld.EntityToSimData.cs: Unity 瀹炰綋鍒?sim data 鐨勫垵濮嬪寲閫傞厤銆?
// - SimulationWorld.EntitySync.cs: GameFramework 瀹炰綋 show/hide 浜嬩欢妗ャ€?
// - SimulationWorld.TargetSelectionSpatialIndex.cs: 鏈€杩戞晫绌洪棿绱㈠紩鏌ヨ銆?
// - Presentation/SimulationWorld.TransformSync.cs: late-update transform 鍚屾妗ャ€?
// - Presentation/SimulationWorld.HitPresentation.cs: 鎶曞皠鐗╁懡涓簨浠惰〃鐜版ˉ銆?
// - DataChannel/SimulationWorld.JobDataChannel.cs: Job 閫氶亾鍏变韩瀛楁銆佸父閲忓拰杩愯鏃剁姸鎬併€?
// - DataChannel/SimulationWorld.JobDataLifecycle.cs: Native 閫氶亾鍒濆鍖栥€佹竻鐞嗗拰 clear銆?
// - DataChannel/SimulationWorld.JobDataConversion.cs: sim/job 鏁版嵁杞崲涓庤緭鍏ヨ緭鍑虹紦鍐插噯澶囥€?
// - DataChannel/SimulationWorld.CollisionTransient.cs: 纰版挒涓存椂閫氶亾鍜岃繍琛屾椂缁熻銆?
// - DataChannel/SimulationWorld.EnemySeparationTemporal.cs: 鏁屼汉鍒嗙鐨勫抚闂翠复鏃剁姸鎬併€?
// - DataChannel/SimulationWorld.JobOutputCommit.cs: Job 杈撳嚭鍥炲啓涓诲鍣ㄣ€?
// - Jobs/SimulationWorld.EnemyJobs.cs: 妯℃嫙閫氶亾 缂栨帓 + 鏁屼汉绉诲姩/鍒嗙 椤哄簭鎵ц
// - Jobs/SimulationWorld.ProjectileJobs.cs: 鎶曞皠鐗╃Щ鍔ㄤ笌鍥炴敹
// - Jobs/SimulationWorld.CollisionPipeline.cs: 纰版挒绠$嚎鍏变韩閰嶇疆鍜岀姸鎬?
// - Jobs/SimulationWorld.CollisionRequests.cs: area/sector 璇锋眰缂撳啿
// - Jobs/SimulationWorld.CollisionBroadPhase.cs: broad-phase 鍊欓€夋瀯寤哄拰 Job 璋冨害
// - Jobs/SimulationWorld.CollisionResolve.cs: 涓荤嚎绋嬪懡涓粨绠椾笌 area settle
// - Jobs/SimulationWorld.CollisionPresentation.cs: 鍛戒腑琛ㄧ幇浜嬩欢鍜屽疄浣?impact 瑙f瀽
// - JobStruct/*.cs: burst job 鍐呮牳鍜岄潰鍚?job 鐨勬暟鎹粨鏋?
private const float DefaultAttackRange = 1f;
private const int EnemyStateIdle = 0;
private const int EnemyStateChasing = 1;
@@ -44,7 +44,6 @@ namespace Simulation
public IReadOnlyList<EnemySimData> Enemies => _enemies;
public IReadOnlyList<ProjectileSimData> Projectiles => _projectiles;
public IReadOnlyList<PickupSimData> Pickups => _pickups;
public bool UseSimulationMovement => true;
#region Lifecycle
@@ -92,3 +91,4 @@ namespace Simulation
#endregion
}
}