1.9 KiB
1.9 KiB
Why
SimulationWorld 当前已经以 Burst Job 管线承担主要仿真职责,但运行时仍残留组件自驱动、实体 fallback 和旧调试/测试路径,导致移动、碰撞和生命周期逻辑在两套语义之间分叉。继续维护这些旧路径只会放大行为漂移和测试脆弱性,因此需要把运行时彻底收敛到单一路径。
What Changes
- 将
SimulationWorldBurst/Job 管线固化为战斗中的唯一仿真执行入口。 - 删除
UseSimulationMovement一类双路径路由语义,以及实体、组件中的自驱动移动和 fallback 查询逻辑。 - 将
MovementComponent、敌人/投射物实体、目标选择器收敛为输入同步、注册管理和表现消费层。 - 清理
EnemySeparationSolverProvider及其调试面板入口,移除旧互斥 solver 的运行时依赖。 - 重建测试与文档,使其面向外部可观察行为,而不是旧私有字段和 Native 通道反射。
Capabilities
New Capabilities
simulationworld-runtime-convergence: DefineSimulationWorldas the sole runtime simulation path for movement, projectile stepping, collision queries, presentation sync, and related battle integration.
Modified Capabilities
Impact
- Affected code:
Assets/GameMain/Scripts/Simulation/**,Assets/GameMain/Scripts/Components/MovementComponent.cs,Assets/GameMain/Scripts/Entity/EntityLogic/**,Assets/GameMain/Scripts/Procedure/Game/**,Assets/GameMain/Scripts/CustomComponent/DebugPanel/RuntimeDebugPanelComponent.cs,Assets/Tests/Simulation/**,docs/P1.5 Simulation-Supplement.md,docs/P2 Job System + Burst 落地.md,docs/TodoList.md. - Runtime impact: battle update order, enemy/player/projectile movement, collision candidate queries, target selection, presentation write-back, and simulation lifecycle reset behavior.
- Breaking impact: removes legacy runtime branches and debug affordances that assume a non-
SimulationWorldexecution path exists.