- SimulationWorld 只做逻辑计算与数据输出,不再直接写 Transform - 在 ShowEntitySuccess 中接入 Pickup/Projectile 占位注册: - Drop 走 UpsertPickup(...) - Bullet/Projectile 走 UpsertProjectile(...) - 在 HideEntityComplete 中接入对应回收: - Drop 走 RemovePickupByEntityId(...) - Bullet/Projectile 走 RemoveProjectileByEntityId(...) - 新增占位数据构造: - CreatePickupSimData(...) - CreateProjectileSimData(...) - 调整 EnemyManagerComponent 职责,现在只管“敌人相关”: - 敌人刷怪节奏 - 敌人列表缓存与计数 - 玩家引用与 enemy.SetTarget(...) - 新增嵌套类 SimulationWorld.Presentation,专门消费 EnemySimData 并回写 position/rotation - 新增嵌套类 SimulationWorld.EntitySync 负责“Simulation 同步”: - 监听 ShowEntitySuccess/HideEntityComplete - 同步 Enemy/Drop/Projectile 到 SimulationWorld - 敌人 SimData 构建、Pickup/Projectile 占位数据构建 |
||
|---|---|---|
| .. | ||
| P0 性能基准测试.md | ||
| TodoList.md | ||
| WeaponDevelopmentSkill.md | ||