vampire-like/Assets/GameMain/Scripts/Simulation/SimulationWorld.RuntimeModu...

152 lines
8.9 KiB
C#

using System;
using System.Collections.Generic;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
namespace Simulation
{
public sealed partial class SimulationWorld
{
[SerializeField] private CollisionPipelineSettings _collisionPipelineSettings = new();
[SerializeField] private TargetSelectionSettings _targetSelectionSettings = new();
private readonly SimulationStateStore _simulationState = new();
private readonly JobDataRuntimeState _jobDataRuntime = new();
private readonly CollisionPipelineRuntimeState _collisionPipelineRuntime = new();
private readonly TargetSelectionRuntimeState _targetSelectionRuntime = new();
private List<EnemySimData> _enemies => _simulationState.Enemies;
private List<ProjectileSimData> _projectiles => _simulationState.Projectiles;
private List<PickupSimData> _pickups => _simulationState.Pickups;
private List<int> _projectileRecycleEntityIds => _simulationState.ProjectileRecycleEntityIds;
private HashSet<int> _projectileResolvedEntityIds => _collisionPipelineRuntime.ProjectileResolvedEntityIds;
private EntityBinding EnemyBinding => _simulationState.EnemyBinding;
private EntityBinding ProjectileBinding => _simulationState.ProjectileBinding;
private EntityBinding PickupBinding => _simulationState.PickupBinding;
private ref NativeList<EnemyJobInputData> _enemyJobInputs => ref _jobDataRuntime.EnemyJobInputs;
private ref NativeList<EnemyJobOutputData> _enemyJobOutputs => ref _jobDataRuntime.EnemyJobOutputs;
private ref NativeList<EnemyJobOutputData> _enemyJobSeparationOutputs => ref _jobDataRuntime.EnemyJobSeparationOutputs;
private ref NativeList<float2> _enemySeparationPreviousPushes => ref _jobDataRuntime.EnemySeparationPreviousPushes;
private ref NativeList<float2> _enemySeparationCurrentPushes => ref _jobDataRuntime.EnemySeparationCurrentPushes;
private ref NativeList<ProjectileJobInputData> _projectileJobInputs => ref _jobDataRuntime.ProjectileJobInputs;
private ref NativeList<ProjectileJobOutputData> _projectileJobOutputs => ref _jobDataRuntime.ProjectileJobOutputs;
private ref NativeList<CollisionCandidateData> _collisionCandidates => ref _jobDataRuntime.CollisionCandidates;
private ref NativeParallelMultiHashMap<long, int> _enemySeparationBuckets => ref _jobDataRuntime.EnemySeparationBuckets;
private ref NativeParallelMultiHashMap<long, int> _enemyCollisionBuckets => ref _jobDataRuntime.EnemyCollisionBuckets;
private List<AreaCollisionHitEventData> _areaCollisionHitEvents => _jobDataRuntime.AreaCollisionHitEvents;
private HashSet<long> _areaCollisionHitDedupKeys => _jobDataRuntime.AreaCollisionHitDedupKeys;
private ref int _lastCollisionQueryCount => ref _jobDataRuntime.LastCollisionQueryCount;
private ref int _lastProjectileCollisionQueryCount => ref _jobDataRuntime.LastProjectileCollisionQueryCount;
private ref int _lastAreaCollisionQueryCount => ref _jobDataRuntime.LastAreaCollisionQueryCount;
private ref int _lastCollisionCandidateCount => ref _jobDataRuntime.LastCollisionCandidateCount;
private ref int _lastProjectileCollisionCandidateCount => ref _jobDataRuntime.LastProjectileCollisionCandidateCount;
private ref int _lastAreaCollisionCandidateCount => ref _jobDataRuntime.LastAreaCollisionCandidateCount;
private ref int _lastResolvedAreaHitCount => ref _jobDataRuntime.LastResolvedAreaHitCount;
private ref float _lastCollisionCellSize => ref _jobDataRuntime.LastCollisionCellSize;
private ref bool _lastCollisionHasEnemyTargets => ref _jobDataRuntime.LastCollisionHasEnemyTargets;
private ref JobHandle _collisionCandidateQueryHandle => ref _collisionPipelineRuntime.CollisionCandidateQueryHandle;
private ref bool _collisionCandidateQueryScheduled => ref _collisionPipelineRuntime.CollisionCandidateQueryScheduled;
private ref NativeParallelMultiHashMap<long, int> _enemyTargetBuckets => ref _targetSelectionRuntime.EnemyTargetBuckets;
private ref bool _enemyTargetBucketsDirty => ref _targetSelectionRuntime.EnemyTargetBucketsDirty;
private float _projectileCollisionQueryRadius => _collisionPipelineSettings.ProjectileCollisionQueryRadius;
private int _projectileMaxCandidatesPerQuery => _collisionPipelineSettings.ProjectileMaxCandidatesPerQuery;
private float _projectileCollisionCellSize => _collisionPipelineSettings.ProjectileCollisionCellSize;
private bool _dispatchProjectileHitPresentationEvent => _collisionPipelineSettings.DispatchProjectileHitPresentationEvent;
private bool _dispatchProjectileHitMarkerEvent => _collisionPipelineSettings.DispatchProjectileHitMarkerEvent;
private bool _dispatchProjectileHitEffectEvent => _collisionPipelineSettings.DispatchProjectileHitEffectEvent;
private int _projectileHitPresentationEffectTypeId => _collisionPipelineSettings.ProjectileHitPresentationEffectTypeId;
private float _targetSelectionCellSize => _targetSelectionSettings.CellSize;
[Serializable]
private sealed class CollisionPipelineSettings
{
[Header("Projectile Collision Query")]
[Tooltip("Projectile broad-phase collision query radius.")]
public float ProjectileCollisionQueryRadius = 0.35f;
[Tooltip("Maximum retained candidates per projectile query.")]
public int ProjectileMaxCandidatesPerQuery = 1;
[Tooltip("Broad-phase bucket cell size. <=0 derives from query radius.")]
public float ProjectileCollisionCellSize = 0f;
[Header("Projectile Hit Event Dispatch")]
[Tooltip("Dispatch projectile hit presentation event.")]
public bool DispatchProjectileHitPresentationEvent = true;
[Tooltip("Request hit marker when projectile hits.")]
public bool DispatchProjectileHitMarkerEvent = true;
[Tooltip("Request hit effect when projectile hits.")]
public bool DispatchProjectileHitEffectEvent = true;
[Tooltip("Default hit effect entity type id in presentation event. 0 means not specified.")]
public int ProjectileHitPresentationEffectTypeId;
}
[Serializable]
private sealed class TargetSelectionSettings
{
[Header("Target Selection")]
[Tooltip("Spatial hash cell size for nearest-enemy queries.")]
public float CellSize = 2f;
}
private sealed class SimulationStateStore
{
public readonly List<EnemySimData> Enemies = new();
public readonly List<ProjectileSimData> Projectiles = new();
public readonly List<PickupSimData> Pickups = new();
public readonly List<int> ProjectileRecycleEntityIds = new();
public readonly EntityBinding EnemyBinding = new();
public readonly EntityBinding ProjectileBinding = new();
public readonly EntityBinding PickupBinding = new();
}
private sealed class JobDataRuntimeState
{
public NativeList<EnemyJobInputData> EnemyJobInputs;
public NativeList<EnemyJobOutputData> EnemyJobOutputs;
public NativeList<EnemyJobOutputData> EnemyJobSeparationOutputs;
public NativeList<float2> EnemySeparationPreviousPushes;
public NativeList<float2> EnemySeparationCurrentPushes;
public NativeList<ProjectileJobInputData> ProjectileJobInputs;
public NativeList<ProjectileJobOutputData> ProjectileJobOutputs;
public NativeList<CollisionCandidateData> CollisionCandidates;
public NativeParallelMultiHashMap<long, int> EnemySeparationBuckets;
public NativeParallelMultiHashMap<long, int> EnemyCollisionBuckets;
public readonly List<AreaCollisionHitEventData> AreaCollisionHitEvents = new(32);
public readonly HashSet<long> AreaCollisionHitDedupKeys = new();
public int LastCollisionQueryCount;
public int LastProjectileCollisionQueryCount;
public int LastAreaCollisionQueryCount;
public int LastCollisionCandidateCount;
public int LastProjectileCollisionCandidateCount;
public int LastAreaCollisionCandidateCount;
public int LastResolvedAreaHitCount;
public float LastCollisionCellSize;
public bool LastCollisionHasEnemyTargets;
}
private sealed class CollisionPipelineRuntimeState
{
public JobHandle CollisionCandidateQueryHandle;
public bool CollisionCandidateQueryScheduled;
public readonly HashSet<int> ProjectileResolvedEntityIds = new();
}
private sealed class TargetSelectionRuntimeState
{
public NativeParallelMultiHashMap<long, int> EnemyTargetBuckets;
public bool EnemyTargetBucketsDirty = true;
}
}
}