Files
vampire-like/Assets/GameMain/Scripts/Runtime/CustomComponent/Simulation/Jobs/SimulationWorld.EnemyJobs.cs
T

327 lines
13 KiB
C#

using SepCore.Debugger;
using SepCore.Entity;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
namespace SepCore.Simulation
{
public sealed partial class SimulationWorld
{
// Orchestrates the per-tick simulation pipeline over the component systems.
private float _playerAbsorbRange = -1f;
private float _playerAbsorbSpeed = -1f;
private float _playerCollectDistance = -1f;
public void SyncPlayerAbsorbSettings(float absorbRange, float absorbSpeed, float collectDistance)
{
_playerAbsorbRange = absorbRange;
_playerAbsorbSpeed = absorbSpeed;
_playerCollectDistance = collectDistance;
}
private float ResolveAbsorbRange()
{
if (_playerAbsorbRange >= 0f) return _playerAbsorbRange;
return GameEntry.Luban != null ? GameEntry.Luban.Global.DefaultAbsorbRange : 2f;
}
private float ResolveAbsorbSpeed()
{
if (_playerAbsorbSpeed >= 0f) return _playerAbsorbSpeed;
return GameEntry.Luban != null ? GameEntry.Luban.Global.AbsorbSpeed : 8f;
}
private float ResolveCollectDistance()
{
if (_playerCollectDistance >= 0f) return _playerCollectDistance;
return GameEntry.Luban != null ? GameEntry.Luban.Global.CollectDistance : 0.5f;
}
[Header("敌人互斥参数")]
[Tooltip("敌人互斥分桶使用的网格尺寸。小于等于 0 时,将根据敌人体积半径自动计算。")]
[SerializeField]
private float _enemySeparationCellSize = 0f;
[Tooltip("每次迭代对互斥推力累积值的阻尼系数。数值越大,分离速度越快。")]
[SerializeField]
private float _enemySeparationPushDamping = 0.75f;
[Tooltip("每次迭代允许的最大互斥位移步长(按敌人体积半径倍率计算)。")]
[SerializeField]
private float _enemySeparationMaxStepScale = 1f;
[Tooltip("敌人进入攻击范围后,互斥位移是否保持为相对玩家方向的切向分量(避免被径向推离玩家)。")]
[SerializeField]
private bool _enemySeparationUseTangentialInAttackRange = true;
[Tooltip("互斥推力方向突变时的时间平滑系数。越大越稳定,但响应越慢。")]
[SerializeField]
private float _enemySeparationPushSmoothing = 0.55f;
private void TickSimulationPipeline(in SimulationTickContext context)
{
// 1. 早退分支:deltaTime <= 0 时只清理碰撞通道和统计,然后返回。
if (context.DeltaTime <= 0f)
{
PrepareCollisionQueryAndCandidateChannels(0, 0, 0);
ResetCollisionRuntimeStats();
ClearAreaCollisionTransientBuffers();
return;
}
JobHandle enemyMovementHandle = default;
JobHandle projectileMovementHandle = default;
JobHandle enemySeparationHandle = default;
bool hasEnemySeparationJob = false;
bool hasEnemySeparationCandidates = false;
bool hasMovingEnemy = false;
int enemyCount = 0;
float enemySeparationMaxRadius = 0.45f;
// 2. BuildInput 阶段:
// 扫描敌人组件统计是否需要分离系统以及碰撞查询容量。
using (CustomProfilerMarker.TickEnemies_BuildInput.Auto())
{
enemyCount = _enemies.Count;
for (int i = 0; i < enemyCount; i++)
{
if (_enemies.MoveInput[i].Speed > 0f)
{
hasMovingEnemy = true;
}
EnemyMoveConfigSim config = _enemies.MoveConfig[i];
if (!config.AvoidOverlap)
{
continue;
}
hasEnemySeparationCandidates = true;
float radius = config.BodyRadius > 0f ? config.BodyRadius : 0.45f;
if (radius > enemySeparationMaxRadius)
{
enemySeparationMaxRadius = radius;
}
}
if (hasEnemySeparationCandidates)
{
int separationBucketCapacity = Mathf.Max(128, enemyCount * 2);
PrepareEnemySeparationJobBuffers(enemyCount, separationBucketCapacity);
}
int projectileQueryCount = _projectiles.Count;
int areaQueryCount = GetPendingAreaCollisionRequestCount();
int queryCount = projectileQueryCount + areaQueryCount;
int projectileExpectedCount = projectileQueryCount * Mathf.Max(1, _projectileMaxCandidatesPerQuery);
int areaExpectedCount = EstimatePendingAreaCollisionCandidateCountFromRequests();
int expectedCandidateCount = Mathf.Max(16, projectileExpectedCount + areaExpectedCount);
int bucketCapacity = Mathf.Max(256, enemyCount * 2 + queryCount);
PrepareCollisionQueryAndCandidateChannels(queryCount, expectedCandidateCount, bucketCapacity);
int pickupCount = _pickups.Count;
if (pickupCount > 0)
{
EnsureCapacity(ref _collectedPickups, pickupCount);
_collectedPickups.Clear();
}
}
// 3. StateUpdate 阶段:敌人/投射物/掉落物移动系统
JobHandle pickupMovementHandle = default;
using (CustomProfilerMarker.TickEnemies_StateUpdate.Auto())
{
float3 planarPlayerPosition = new float3(context.PlayerPosition.x, 0f, context.PlayerPosition.z);
float3 playerPosition = new float3(context.PlayerPosition.x, context.PlayerPosition.y,
context.PlayerPosition.z);
enemyMovementHandle = EnemyMovementSystem.Schedule(_enemies, context.DeltaTime, planarPlayerPosition,
default);
projectileMovementHandle = ProjectileMovementSystem.Schedule(_projectiles, context.DeltaTime,
playerPosition, _projectileMaxDistanceFromPlayer, _projectileMaxVerticalOffsetFromPlayer, default);
if (_pickups.Count > 0)
{
float absorbRange = ResolveAbsorbRange();
float absorbSpeed = ResolveAbsorbSpeed();
float collectDistance = ResolveCollectDistance();
pickupMovementHandle = PickupMovementSystem.Schedule(_pickups, _collectedPickups, context.DeltaTime,
planarPlayerPosition, absorbRange, absorbSpeed, collectDistance, default);
}
}
// 4. Schedule 阶段:可选敌人分离系统
JobHandle simulationHandle;
using (CustomProfilerMarker.TickEnemies_Schedule.Auto())
{
hasEnemySeparationJob = TryScheduleEnemySeparationJob(
in context,
enemyMovementHandle,
hasEnemySeparationCandidates,
enemyCount,
enemySeparationMaxRadius,
out enemySeparationHandle);
JobHandle enemyHandle = hasEnemySeparationJob ? enemySeparationHandle : enemyMovementHandle;
JobHandle movementHandle = JobHandle.CombineDependencies(enemyHandle, projectileMovementHandle);
simulationHandle = JobHandle.CombineDependencies(movementHandle, pickupMovementHandle);
}
// 5. Complete 阶段:等待上述 Job 全部完成。
using (CustomProfilerMarker.TickEnemies_Complete.Auto())
{
simulationHandle.Complete();
}
// 6. 主线程提交阶段:
// - 分离结果写回敌人 Transform 组件
// - 有位移时标记目标选择索引失效
using (CustomProfilerMarker.TickEnemies_MainThreadCommit.Auto())
{
if (hasEnemySeparationJob)
{
EnemySeparationSystem.Commit(_enemies, _enemySeparationTransforms, enemyCount);
}
if (hasMovingEnemy || hasEnemySeparationJob)
{
MarkEnemyTargetSpatialIndexDirty();
}
}
using (CustomProfilerMarker.Collision.Auto())
{
PrepareCollisionCandidatesForFrame();
CompleteCollisionCandidatesForFrame();
}
// 7. MainThreadCommit 阶段
using (CustomProfilerMarker.TickEnemies_WriteBack.Auto())
{
using (CustomProfilerMarker.TickEnemies_MainThreadCommit.Auto())
{
ResolveCollisionCandidatesOnMainThread();
RecycleInactiveAndExpiredProjectiles();
ResolveCollectedPickupsOnMainThread();
}
}
}
private void ResolveCollectedPickupsOnMainThread()
{
if (!_collectedPickups.IsCreated || _collectedPickups.Length == 0)
{
return;
}
Player player = TryGetPlayer();
for (int i = 0; i < _collectedPickups.Length; i++)
{
int entityId = _collectedPickups[i];
EntityBase entity = TryGetEntityById(entityId);
if (entity == null || !entity.Available)
{
continue;
}
if (entity is CoinEntity coin)
{
if (player != null)
{
coin.TryCollect(player);
}
else
{
var entityComponent = GameEntry.Entity;
if (entityComponent != null)
{
entityComponent.HideEntity(coin);
}
}
}
else if (entity is ExpEntity exp)
{
if (player != null)
{
exp.TryCollect(player);
}
else
{
var entityComponent = GameEntry.Entity;
if (entityComponent != null)
{
entityComponent.HideEntity(exp);
}
}
}
else
{
var entityComponent = GameEntry.Entity;
if (entityComponent != null)
{
entityComponent.HideEntity(entity);
}
}
}
_collectedPickups.Clear();
}
private Player TryGetPlayer()
{
if (_playerMovementTransform != null)
{
Player player = _playerMovementTransform.GetComponent<Player>();
if (player != null && player.Available)
{
return player;
}
}
var entityComponent = GameEntry.Entity;
if (entityComponent != null && GameEntry.Luban != null)
{
var group = entityComponent.GetEntityGroup(GameEntry.Luban.Global.PlayerGroupName);
if (group != null && group.EntityCount > 0)
{
var entities = group.GetAllEntities();
for (int i = 0; i < entities.Length; i++)
{
if (entities[i] is UnityGameFramework.Runtime.Entity ugfEntity &&
ugfEntity.Logic is Player player && player.Available)
{
return player;
}
}
}
}
return null;
}
private bool TryScheduleEnemySeparationJob(in SimulationTickContext context, JobHandle dependency,
bool hasSeparationCandidates, int enemyCount, float maxRadius, out JobHandle separationHandle)
{
if (enemyCount <= 0 || !hasSeparationCandidates)
{
separationHandle = dependency;
return false;
}
float autoCellSize = maxRadius * 2f;
float configuredCellSize = _enemySeparationCellSize > 0f ? _enemySeparationCellSize : autoCellSize;
EnemySeparationSettings settings = new EnemySeparationSettings(
Mathf.Max(0.1f, configuredCellSize),
maxRadius,
Mathf.Clamp(_enemySeparationPushDamping, 0f, 2f),
Mathf.Max(0.1f, _enemySeparationMaxStepScale),
_enemySeparationUseTangentialInAttackRange,
Mathf.Clamp01(_enemySeparationPushSmoothing));
float3 playerPosition = new float3(context.PlayerPosition.x, 0f, context.PlayerPosition.z);
separationHandle = EnemySeparationSystem.Schedule(_enemies, _enemySeparationBuckets,
_enemySeparationTransforms, in settings, playerPosition, dependency);
return true;
}
}
}