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

320 lines
10 KiB
C#

using Components;
using Entity;
using Entity.EntityData;
using UnityEngine;
namespace Simulation
{
public sealed partial class SimulationWorld
{
#region Simulation State Lifecycle
public void ClearSimulationState()
{
_enemies.Clear();
_projectiles.Clear();
_pickups.Clear();
_projectileRecycleEntityIds.Clear();
_projectileResolvedEntityIds.Clear();
_areaCollisionRequests.Clear();
_areaCollisionHitEvents.Clear();
_areaCollisionHitDedupKeys.Clear();
ClearJobDataChannels();
EnemyBinding.Clear();
ProjectileBinding.Clear();
PickupBinding.Clear();
}
#endregion
#region Enemy Simulation State
private int AddEnemy(in EnemySimData simData)
{
int simulationIndex = _enemies.Count;
_enemies.Add(simData);
EnemyBinding.Bind(simData.EntityId, simulationIndex);
OnEnemyAddedToSeparationTemporalBuffers();
MarkEnemyTargetSpatialIndexDirty();
return simulationIndex;
}
private int UpsertEnemy(in EnemySimData simData)
{
if (!EnemyBinding.TryGetSimulationIndex(simData.EntityId, out int simulationIndex))
{
return AddEnemy(simData);
}
_enemies[simulationIndex] = simData;
MarkEnemyTargetSpatialIndexDirty();
return simulationIndex;
}
private bool RemoveEnemyByEntityId(int entityId)
{
if (!EnemyBinding.TryGetSimulationIndex(entityId, out int simulationIndex))
{
return false;
}
int lastIndex = _enemies.Count - 1;
if (simulationIndex != lastIndex)
{
EnemySimData movedData = _enemies[lastIndex];
_enemies[simulationIndex] = movedData;
EnemyBinding.RemapIndex(movedData.EntityId, simulationIndex);
}
_enemies.RemoveAt(lastIndex);
OnEnemyRemovedFromSeparationTemporalBuffers(simulationIndex);
EnemyBinding.UnbindByEntityId(entityId);
MarkEnemyTargetSpatialIndexDirty();
return true;
}
private void RegisterEnemyLifecycle(EnemyBase enemy, object userData)
{
if (enemy == null || enemy.CachedTransform == null)
{
return;
}
EnemyData enemyData = userData as EnemyData;
UpsertEnemy(CreateEnemyInitialSimData(enemy, enemyData));
}
private void UnregisterEnemyLifecycle(int entityId)
{
RemoveEnemyByEntityId(entityId);
}
private bool TryGetEnemyData(int entityId, out EnemySimData enemyData)
{
if (!EnemyBinding.TryGetSimulationIndex(entityId, out int simulationIndex) || simulationIndex < 0 ||
simulationIndex >= _enemies.Count)
{
enemyData = default;
return false;
}
enemyData = _enemies[simulationIndex];
return true;
}
private static EnemySimData CreateEnemyInitialSimData(EnemyBase enemy, EnemyData enemyData)
{
Transform enemyTransform = enemy.CachedTransform;
MovementComponent movementComponent = enemy.GetComponent<MovementComponent>();
float speed = 0f;
if (enemyData != null)
{
speed = enemyData.SpeedBase;
}
else if (movementComponent != null)
{
speed = movementComponent.Speed;
}
float attackRange = enemy != null && enemy.AttackRange > 0f
? enemy.AttackRange
: DefaultAttackRange;
return new EnemySimData
{
EntityId = enemy.Id,
Position = enemyTransform.position,
Forward = enemyTransform.forward,
Rotation = enemyTransform.rotation,
Speed = speed,
AttackRange = attackRange,
AvoidEnemyOverlap = movementComponent != null && movementComponent.AvoidEnemyOverlap,
EnemyBodyRadius = movementComponent != null ? movementComponent.EnemyBodyRadius : 0.45f,
SeparationIterations = movementComponent != null ? movementComponent.SeparationIterations : 2,
TargetType = 0,
State = EnemyStateIdle
};
}
#endregion
#region Projectile Simulation State
private int AddProjectile(in ProjectileSimData simData)
{
int simulationIndex = _projectiles.Count;
_projectiles.Add(simData);
ProjectileBinding.Bind(simData.EntityId, simulationIndex);
return simulationIndex;
}
private int UpsertProjectile(in ProjectileSimData simData)
{
if (!ProjectileBinding.TryGetSimulationIndex(simData.EntityId, out int simulationIndex))
{
return AddProjectile(simData);
}
_projectiles[simulationIndex] = simData;
return simulationIndex;
}
private bool RemoveProjectileByEntityId(int entityId)
{
if (!ProjectileBinding.TryGetSimulationIndex(entityId, out int simulationIndex))
{
return false;
}
int lastIndex = _projectiles.Count - 1;
if (simulationIndex != lastIndex)
{
ProjectileSimData movedData = _projectiles[lastIndex];
_projectiles[simulationIndex] = movedData;
ProjectileBinding.RemapIndex(movedData.EntityId, simulationIndex);
}
_projectiles.RemoveAt(lastIndex);
ProjectileBinding.UnbindByEntityId(entityId);
return true;
}
private void RegisterProjectileLifecycle(EntityBase projectileEntity, object userData)
{
if (projectileEntity == null || projectileEntity.CachedTransform == null)
{
return;
}
UpsertProjectile(CreateProjectileInitialSimData(projectileEntity, userData));
}
private void UnregisterProjectileLifecycle(int entityId)
{
RemoveProjectileByEntityId(entityId);
}
private static ProjectileSimData CreateProjectileInitialSimData(EntityBase projectileEntity, object userData)
{
Vector3 forward = projectileEntity.CachedTransform.forward;
int ownerEntityId = 0;
Vector3 velocity = Vector3.zero;
float speed = 0f;
float lifeTime = 0f;
if (userData is EnemyProjectileData enemyProjectileData)
{
ownerEntityId = enemyProjectileData.OwnerEntityId;
Vector3 direction = enemyProjectileData.Direction;
direction.y = 0f;
if (direction.sqrMagnitude > Mathf.Epsilon)
{
direction.Normalize();
forward = direction;
}
else if (forward.sqrMagnitude > Mathf.Epsilon)
{
forward = forward.normalized;
}
else
{
forward = Vector3.forward;
}
speed = Mathf.Max(0f, enemyProjectileData.Speed);
velocity = forward * speed;
lifeTime = Mathf.Max(0f, enemyProjectileData.LifeTime);
}
return new ProjectileSimData
{
EntityId = projectileEntity.Id,
OwnerEntityId = ownerEntityId,
Position = projectileEntity.CachedTransform.position,
Forward = forward,
Velocity = velocity,
Speed = speed,
LifeTime = lifeTime,
Age = 0f,
Active = true,
RemainingLifetime = lifeTime,
State = ProjectileStateActive
};
}
#endregion
#region Pickup Simulation State
private int AddPickup(in PickupSimData simData)
{
int simulationIndex = _pickups.Count;
_pickups.Add(simData);
PickupBinding.Bind(simData.EntityId, simulationIndex);
return simulationIndex;
}
private int UpsertPickup(in PickupSimData simData)
{
if (!PickupBinding.TryGetSimulationIndex(simData.EntityId, out int simulationIndex))
{
return AddPickup(simData);
}
_pickups[simulationIndex] = simData;
return simulationIndex;
}
private bool RemovePickupByEntityId(int entityId)
{
if (!PickupBinding.TryGetSimulationIndex(entityId, out int simulationIndex))
{
return false;
}
int lastIndex = _pickups.Count - 1;
if (simulationIndex != lastIndex)
{
PickupSimData movedData = _pickups[lastIndex];
_pickups[simulationIndex] = movedData;
PickupBinding.RemapIndex(movedData.EntityId, simulationIndex);
}
_pickups.RemoveAt(lastIndex);
PickupBinding.UnbindByEntityId(entityId);
return true;
}
private void RegisterPickupLifecycle(EntityBase pickupEntity)
{
if (pickupEntity == null || pickupEntity.CachedTransform == null)
{
return;
}
UpsertPickup(CreatePickupInitialSimData(pickupEntity));
}
private void UnregisterPickupLifecycle(int entityId)
{
RemovePickupByEntityId(entityId);
}
private static PickupSimData CreatePickupInitialSimData(EntityBase pickupEntity)
{
return new PickupSimData
{
EntityId = pickupEntity.Id,
Position = pickupEntity.CachedTransform.position,
PickupRadius = 0.35f,
State = 0
};
}
#endregion
}
}