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5.24BuYu/Assets/MyGame/Scripts/Characters/Monster/MonsterMoveLine.cs
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#region AI优化
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using System.Collections;
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using System.Collections.Generic;
using System.IO;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
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using System;
[Serializable]
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public class MonsterMoveLine
{
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public static Dictionary<string, BezierCurveData> dic_BezierCurveDatas = new Dictionary<string, BezierCurveData>();
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public static List<BezierCurveData> curves = new List<BezierCurveData>();
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// ----------------------------------------------------------------
// ⭐ 性能优化:曲线点数组静态缓存
// 每条曲线的 [start, controlPoints..., end] 预组装成 Vector2[],
// 所有鱼共享同一份数组,避免每帧每鱼 new List + ToArray 的 GC 分配。
// 加载时构建,卸载时清理。
// ----------------------------------------------------------------
private static readonly Dictionary<string, Vector2[]> _curvePointsArrays
= new Dictionary<string, Vector2[]>();
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[Serializable]
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public class BezierCurveData
{
public string name;
public Vector2 start;
public List<Vector2> controlPoints = new List<Vector2>();
public Vector2 end;
}
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public static async Task LoadBezier()
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{
await LoadBezierTxtAsync("MoveLine");
}
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public static async Task UnLoadBezier()
{
await UnLoadBezierTxtAsync("MoveLine");
}
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public static async Task LoadSingleBezierTxtAsync(string path)
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{
AsyncOperationHandle<TextAsset> handle = Addressables.LoadAssetAsync<TextAsset>(path);
await handle.Task;
var lines = handle.Result.text.Split('\n');
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foreach (var line in lines)
{
if (string.IsNullOrWhiteSpace(line)) continue;
var parts = line.Split(';');
BezierCurveData curve = new BezierCurveData();
curve.name = parts[0];
List<Vector2> points = new List<Vector2>();
for (int i = 1; i < parts.Length; i++)
{
points.Add(ParseVector(parts[i]));
}
curve.start = points[0];
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if (points.Count > 1)
curve.end = points[points.Count - 1];
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for (int i = 1; i < points.Count - 1; i++)
curve.controlPoints.Add(points[i]);
curves.Add(curve);
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dic_BezierCurveDatas.Add(curve.name, curve);
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// ⭐ 同步构建点数组缓存(单条加载路径)
BuildCurvePointsArray(curve);
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}
}
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/// <summary>
/// ⭐ 将曲线的 [start, controlPoints..., end] 组装成 Vector2[] 并缓存。
/// 所有引用此曲线的鱼共享同一份数组,避免每帧每鱼 new List + ToArray 的 GC。
/// </summary>
private static void BuildCurvePointsArray(BezierCurveData curve)
{
if (_curvePointsArrays.ContainsKey(curve.name)) return;
int total = 2 + curve.controlPoints.Count; // start + controls + end
Vector2[] arr = new Vector2[total];
arr[0] = curve.start;
for (int i = 0; i < curve.controlPoints.Count; i++)
arr[1 + i] = curve.controlPoints[i];
arr[total - 1] = curve.end;
_curvePointsArrays[curve.name] = arr;
}
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public static async Task LoadBezierTxtAsync(string path)
{
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List<string> keys = new List<string>();
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keys.Add(path);
keys.Add(GameManager.Instance.gameData.currGameType.ToString());
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AsyncOperationHandle<IList<TextAsset>> handles = Addressables.LoadAssetsAsync<TextAsset>(
keys, null, Addressables.MergeMode.Intersection);
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await handles.Task;
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// ⭐ 没有资源 → 直接跳出,不报错
if (handles.Result == null || handles.Result.Count == 0)
{
Debug.LogWarning($"Bezier 曲线加载跳过:未找到标签 {path} + {GameManager.Instance.gameData.currGameType}");
Addressables.Release(handles);
return;
}
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foreach (var text in handles.Result)
{
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var lines = text.text.Split('\n');
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foreach (var line in lines)
{
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if (string.IsNullOrWhiteSpace(line))
continue;
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var parts = line.Split(';');
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if (parts.Length < 2)
continue;
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BezierCurveData curve = new BezierCurveData();
curve.name = parts[0];
List<Vector2> points = new List<Vector2>();
for (int i = 1; i < parts.Length; i++)
{
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if (!string.IsNullOrWhiteSpace(parts[i]))
points.Add(ParseVector(parts[i]));
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}
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if (points.Count == 0)
continue;
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curve.start = points[0];
if (points.Count > 1)
curve.end = points[points.Count - 1];
for (int i = 1; i < points.Count - 1; i++)
curve.controlPoints.Add(points[i]);
curves.Add(curve);
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// 不覆盖旧数据
if (!dic_BezierCurveDatas.ContainsKey(curve.name))
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{
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dic_BezierCurveDatas.Add(curve.name, curve);
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// ⭐ 同步构建点数组缓存(批量加载路径)
BuildCurvePointsArray(curve);
}
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}
}
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Addressables.Release(handles);
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Debug.Log("曲线读取完成共" + dic_BezierCurveDatas.Count + "条");
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}
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public static async Task UnLoadBezierTxtAsync(string path)
{
List<string> keys = new List<string>();
keys.Add(path);
keys.Add(GameManager.Instance.gameData.currGameType.ToString());
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AsyncOperationHandle<IList<TextAsset>> handles = Addressables.LoadAssetsAsync<TextAsset>(
keys, null, Addressables.MergeMode.Intersection);
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await handles.Task;
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// ⭐ 没有资源 → 直接跳出,不报错
if (handles.Result == null || handles.Result.Count == 0)
{
Debug.LogWarning($"Bezier 曲线卸载跳过:未找到标签 {path} + {GameManager.Instance.gameData.currGameType}");
Addressables.Release(handles);
return;
}
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foreach (var text in handles.Result)
{
var lines = text.text.Split('\n');
foreach (var line in lines)
{
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if (string.IsNullOrWhiteSpace(line))
continue;
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var parts = line.Split(';');
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if (parts.Length == 0)
continue;
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string curveName = parts[0];
if (string.IsNullOrWhiteSpace(curveName))
continue;
// 字典存在才移除
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if (dic_BezierCurveDatas.ContainsKey(curveName))
{
dic_BezierCurveDatas.Remove(curveName);
}
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// ⭐ 同步清理点数组缓存
_curvePointsArrays.Remove(curveName);
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// 列表移除所有同名曲线
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curves.RemoveAll(c => c.name == curveName);
}
}
Addressables.Release(handles);
Debug.Log("曲线卸载完成,剩余曲线数量:" + dic_BezierCurveDatas.Count);
}
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private static Vector2 ParseVector(string s)
{
var xy = s.Split(',');
return new Vector2(float.Parse(xy[0]), float.Parse(xy[1]));
}
public BezierCurveData bezierCurveData;
public float moveTime;
public float moveSpeed;
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// ⭐ 缓存相机和 UI 根 RectTransform,避免每帧每鱼调用
// UIManager.Instance.uiRoot.GetComponent<RectTransform>() 和 Camera.main
// 由 MonsterContral.OnEnable 同步赋值
public Camera cachedCamera;
public RectTransform cachedUirootRect;
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public void Init(BezierCurveData bezierCurveData, float Time)
{
this.bezierCurveData = bezierCurveData;
this.moveTime = Time;
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Debug.Log($"初始化曲线 {this.bezierCurveData.name} ,移动时间 {moveTime}");
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}
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/// <summary>
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/// 主线程零分配计算贝塞尔曲线点(De Casteljau 算法)。
/// ⭐ 优化说明(原 Job 方案的负优化问题):
/// 1. 原 GetBezierPointJob 每次调用 new List + 2 个 NativeArray(TempJob) + ToArray,
/// 每条鱼每帧产生 3 次堆分配,N 条鱼 = 3N 次 GC 分配/帧
/// 2. 原 Job.Schedule() 后立即 Complete(),Job 实际单线程执行,
/// 调度开销 > 计算收益(4-7 个控制点的计算量极小)
/// 3. 现方案:曲线点数组静态缓存(共享),主线程直接 Lerp 计算,零 GC 分配
/// 4. Camera/RectTransform 由调用方缓存,避免每帧每鱼重复获取
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/// </summary>
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public Vector2 GetBezierPointJob(float t)
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{
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// ⭐ 防止除零:moveTime<=0 时直接返回起点,避免 NaN
if (moveTime <= 0f)
return bezierCurveData.start;
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if (t > moveTime)
t = moveTime;
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t = t / moveTime;
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// ⭐ 取静态缓存的曲线点数组(所有鱼共享,零分配)
if (!_curvePointsArrays.TryGetValue(bezierCurveData.name, out var pts))
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{
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// 兜底:缓存未命中时实时构建(理论上不应发生,加载时已构建)
BuildCurvePointsArray(bezierCurveData);
pts = _curvePointsArrays[bezierCurveData.name];
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}
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// ⭐ 复用线程静态缓冲区(主线程单线程执行,安全复用)
if (_tempPoints == null || _tempPoints.Length < pts.Length)
_tempPoints = new Vector2[pts.Length];
Array.Copy(pts, _tempPoints, pts.Length);
// De Casteljau 算法:逐层 Lerp 直到剩一个点
int count = pts.Length;
while (count > 1)
{
for (int i = 0; i < count - 1; i++)
_tempPoints[i] = Vector2.Lerp(_tempPoints[i], _tempPoints[i + 1], t);
count--;
}
Vector2 canvasPos = _tempPoints[0];
// ⭐ 用缓存的 Camera/RectTransform,避免每帧每鱼查询
var cam = cachedCamera != null ? cachedCamera : Camera.main;
var rect = cachedUirootRect != null
? cachedUirootRect
: UIManager.Instance.uiRoot.GetComponent<RectTransform>();
return CoordinateTransformation.CanvasToWorld(canvasPos, rect, cam);
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}
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/// <summary>主线程复用的临时计算缓冲(避免每帧每鱼 new 数组)</summary>
[ThreadStatic]
private static Vector2[] _tempPoints;
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}
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#endregion
#region zijixie
//using System.Collections;
//using System.Collections.Generic;
//using System.IO;
//using System.Threading.Tasks;
//using UnityEngine;
//using UnityEngine.AddressableAssets;
//using UnityEngine.ResourceManagement.AsyncOperations;
//public class MonsterMoveLine
//{
// public static Dictionary<string, BezierCurveData> dic_BezierCurveDatas = new Dictionary<string, BezierCurveData>();
// public static List<BezierCurveData> curves = new List<BezierCurveData>();
// public class BezierCurveData
// {
// public string name;
// public Vector2 start;
// public List<Vector2> controlPoints = new List<Vector2>();
// public Vector2 end;
// }
// public static async void LoadBezier()
// {
// await LoadBezierTxtAsync("MoveLine");
// }
// /// <summary>
// /// 读取曲线数据 读取单个
// /// </summary>
// /// <param name="path"></param>
// /// <returns></returns>
// public static async Task LoadSingleBezierTxtAsync(string path)
// {
// AsyncOperationHandle<TextAsset> handle = Addressables.LoadAssetAsync<TextAsset>(path);
// await handle.Task;
// var lines = handle.Result.text.Split('\n');
// foreach (var line in lines)
// {
// if (string.IsNullOrWhiteSpace(line)) continue;
// var parts = line.Split(';');
// BezierCurveData curve = new BezierCurveData();
// // 第一个是曲线名
// curve.name = parts[0];
// // 后面所有都是点
// List<Vector2> points = new List<Vector2>();
// for (int i = 1; i < parts.Length; i++)
// {
// points.Add(ParseVector(parts[i]));
// }
// // 第一个点是 start
// curve.start = points[0];
// if (points.Count > 1)
// {
// // 最后一个点是 end
// curve.end = points[points.Count - 1];
// }
// // 中间的都是 controlPoints
// for (int i = 1; i < points.Count - 1; i++)
// {
// curve.controlPoints.Add(points[i]);
// }
// curves.Add(curve);
// dic_BezierCurveDatas.Add(curve.name, curve);
// }
// }
// /// <summary>
// /// 读取曲线数据 游戏开始时在awake调用aa包
// /// </summary>
// /// <param name="path"></param>
// /// <returns></returns>
// public static async Task LoadBezierTxtAsync(string path)
// {
// List<string> keys = new List<string>();
// keys.Add(path);
// keys.Add(GameManager.Instance.gameData.currGameType.ToString());
// AsyncOperationHandle<IList<TextAsset>> handles = Addressables.LoadAssetsAsync<TextAsset>(keys, null, Addressables.MergeMode.Intersection);
// await handles.Task;
// foreach (var text in handles.Result)
// {
// var lines = text.text.Split('\n');
// foreach (var line in lines)
// {
// if (string.IsNullOrWhiteSpace(line)) continue;
// var parts = line.Split(';');
// BezierCurveData curve = new BezierCurveData();
// // 第一个是曲线名
// curve.name = parts[0];
// // 后面所有都是点
// List<Vector2> points = new List<Vector2>();
// for (int i = 1; i < parts.Length; i++)
// {
// points.Add(ParseVector(parts[i]));
// }
// // 第一个点是 start
// curve.start = points[0];
// if (points.Count > 1)
// {
// // 最后一个点是 end
// curve.end = points[points.Count - 1];
// }
// // 中间的都是 controlPoints
// for (int i = 1; i < points.Count - 1; i++)
// {
// curve.controlPoints.Add(points[i]);
// }
// curves.Add(curve);
// dic_BezierCurveDatas.Add(curve.name, curve);
// }
// }
// Debug.Log("曲线读取完成共" + dic_BezierCurveDatas.Count + "条");
// }
// private static Vector2 ParseVector(string s)
// {
// var xy = s.Split(',');
// return new Vector2(float.Parse(xy[0]), float.Parse(xy[1]));
// }
// public BezierCurveData bezierCurveData;
// public float moveTime;
// public float moveSpeed;
// public void Init(BezierCurveData bezierCurveData, float Time)
// {
// this.bezierCurveData = bezierCurveData;
// this.moveTime = time;
// Debug.Log($"初始化曲线 {this.bezierCurveData.name} ,移动时间 {moveTime}");
// }
// /// <summary>
// /// 获取曲线上的点
// /// </summary>
// /// <param name="t"></param>
// /// <returns></returns>
// public Vector2 GetBezierPoint(float t)
// {
// t = t / moveTime;
// BezierCurveData curve = bezierCurveData;
// List<Vector2> points = new List<Vector2>();
// points.Add(curve.start);
// points.AddRange(curve.controlPoints);
// points.Add(curve.end);
// return DeCasteljau_BY(points, t % 1);
// }
// /// <summary>
// /// 贝塞尔
// /// </summary>
// /// <param name="points"></param>
// /// <param name="t"></param>
// /// <returns></returns>
// private Vector2 DeCasteljau_BSE(List<Vector2> points, float t)
// {
// while (points.Count > 1)
// {
// List<Vector2> next = new List<Vector2>();
// for (int i = 0; i < points.Count - 1; i++)
// {
// next.Add(Vector2.Lerp(points[i], points[i + 1], t));
// }
// points = next;
// }
// return CoordinateTransformation.CanvasToWorld(points[0], UIManager.Instance.uiRoot.GetComponent<RectTransform>(), Camera.main);
// }
// /// <summary>
// /// B样
// /// </summary>
// /// <param name="points"></param>
// /// <param name="t"></param>
// /// <returns></returns>
// private Vector2 DeCasteljau_BY(List<Vector2> points, float t)
// {
// // 方法A:保持德卡斯特里奥算法(推荐,数值更稳定)
// while (points.Count > 1)
// {
// List<Vector2> next = new List<Vector2>();
// for (int i = 0; i < points.Count - 1; i++)
// {
// next.Add(Vector2.Lerp(points[i], points[i + 1], t));
// }
// points = next;
// }
// return CoordinateTransformation.CanvasToWorld(points[0],
// UIManager.Instance.uiRoot.GetComponent<RectTransform>(), Camera.main);
// /* 方法B:伯恩斯坦多项式形式(标准贝塞尔公式)- 如果要用这个替换上面的循环
// int n = points.Count - 1;
// Vector2 result = Vector2.zero;
// for (int i = 0; i <= n; i++)
// {
// float bernstein = BinomialCoefficient(n, i) * Mathf.Pow(t, i) * Mathf.Pow(1 - t, n - i);
// result += points[i] * bernstein;
// }
// return CoordinateTransformation.CanvasToWorld(result,
// UIManager.Instance.uiRoot.GetComponent<RectTransform>(), Camera.main);
// */
// }
// // 计算二项式系数
// private float BinomialCoefficient(int n, int k)
// {
// float result = 1f;
// for (int i = 1; i <= k; i++)
// {
// result *= (float)(n - k + i) / i;
// }
// return result;
// }
//}
#endregion