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+folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Dots101/Jobs101/Assets/_MJ/Step2.meta b/Dots101/Jobs101/Assets/_MJ/Step2.meta new file mode 100644 index 000000000..792cf2967 --- /dev/null +++ b/Dots101/Jobs101/Assets/_MJ/Step2.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0c8726470e515494598494c20542dd0b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Dots101/Jobs101/Assets/_MJ/Step2/FindNearest.cs b/Dots101/Jobs101/Assets/_MJ/Step2/FindNearest.cs new file mode 100644 index 000000000..bda0ab62f --- /dev/null +++ b/Dots101/Jobs101/Assets/_MJ/Step2/FindNearest.cs @@ -0,0 +1,66 @@ +using Unity.Collections; +using Unity.Jobs; +using Unity.Mathematics; +using UnityEngine; + +namespace MJ.Step2 +{ + public class FindNearest : MonoBehaviour + { + NativeArray SeekerPositions; + NativeArray TargetPositions; + NativeArray NearestTargetPositions; + + private Spawner spawner; + + public void Start() + { + spawner = Object.FindFirstObjectByType(); + if (spawner == null) return; + + // 使用Persistent分配器创建NativeArray,因为它们需要在整个程序运行期间存在 + TargetPositions = new NativeArray(spawner.NumTargets, Allocator.Persistent); + SeekerPositions = new NativeArray(spawner.NumSeekers, Allocator.Persistent); + NearestTargetPositions = new NativeArray(spawner.NumSeekers, Allocator.Persistent); + } + + // 重要:必须在对象销毁时释放NativeArray的内存 + public void OnDestroy() + { + if (TargetPositions.IsCreated) TargetPositions.Dispose(); + if (SeekerPositions.IsCreated) SeekerPositions.Dispose(); + if (NearestTargetPositions.IsCreated) NearestTargetPositions.Dispose(); + } + + public void Update() + { + if (spawner == null) return; + + // 将目标位置复制到NativeArray + for (int i = 0; i < TargetPositions.Length; i++) + { + TargetPositions[i] = Spawner.TargetTransforms[i].localPosition; + } + + // 将搜索者位置复制到NativeArray + for (int i = 0; i < SeekerPositions.Length; i++) + { + SeekerPositions[i] = Spawner.SeekerTransforms[i].localPosition; + } + + var job = new FindNearestJob + { + SeekerPositions = SeekerPositions, + TargetPositions = TargetPositions, + NearestTargetPositions = NearestTargetPositions + }; + var jobHandle = job.Schedule(); + jobHandle.Complete(); + // 绘制调试线显示每个搜索者到最近目标的连线 + for (int i = 0; i < SeekerPositions.Length; i++) + { + Debug.DrawLine(SeekerPositions[i], NearestTargetPositions[i]); + } + } + } +} \ No newline at end of file diff --git a/Dots101/Jobs101/Assets/_MJ/Step2/FindNearest.cs.meta b/Dots101/Jobs101/Assets/_MJ/Step2/FindNearest.cs.meta new file mode 100644 index 000000000..8b3585748 --- /dev/null +++ b/Dots101/Jobs101/Assets/_MJ/Step2/FindNearest.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: d5fa5ed8ed98ae2419d4ddc8078a09cf \ No newline at end of file diff --git a/Dots101/Jobs101/Assets/_MJ/Step2/FindNearestJob.cs b/Dots101/Jobs101/Assets/_MJ/Step2/FindNearestJob.cs new file mode 100644 index 000000000..6a312e72c --- /dev/null +++ b/Dots101/Jobs101/Assets/_MJ/Step2/FindNearestJob.cs @@ -0,0 +1,44 @@ +using Unity.Burst; +using Unity.Collections; +using Unity.Jobs; +using Unity.Mathematics; +using UnityEngine; + +namespace MJ.Step2 +{ + [BurstCompile] + public struct FindNearestJob : IJob + { + // 只读字段,标记为ReadOnly以允许潜在的并行优化 + [ReadOnly] public NativeArray TargetPositions; + [ReadOnly] public NativeArray SeekerPositions; + + // 输出结果数组 + public NativeArray NearestTargetPositions; + + public void Execute() + { + //对每个搜索者,计算到所有目标的距离并找出最近的 + for(int i = 0; i < SeekerPositions.Length; i++) + { + float3 seekerPos = SeekerPositions[i]; + float nearestDist = float.MaxValue; + float3 nearestTargetPos = float3.zero; + + // 遍历所有目标,计算距离并更新最近的目标 + for(int j = 0; j < TargetPositions.Length; j++) + { + float3 targetPos = TargetPositions[j]; + float dist = math.distance(seekerPos, targetPos); + if(dist < nearestDist) + { + nearestDist = dist; + nearestTargetPos = targetPos; + } + } + // 将最近的目标位置写入输出数组 + NearestTargetPositions[i] = nearestTargetPos; + } + } + } +} \ No newline at end of file diff --git a/Dots101/Jobs101/Assets/_MJ/Step2/FindNearestJob.cs.meta b/Dots101/Jobs101/Assets/_MJ/Step2/FindNearestJob.cs.meta new file mode 100644 index 000000000..5cc06180b --- /dev/null +++ b/Dots101/Jobs101/Assets/_MJ/Step2/FindNearestJob.cs.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 30cadd0774297df48898b5fcc8b56049 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Dots101/Jobs101/Assets/_MJ/Step2/Spawner.cs b/Dots101/Jobs101/Assets/_MJ/Step2/Spawner.cs new file mode 100644 index 000000000..e7b2edd46 --- /dev/null +++ b/Dots101/Jobs101/Assets/_MJ/Step2/Spawner.cs @@ -0,0 +1,54 @@ +using UnityEngine; + +namespace MJ +{ + public class Spawner : MonoBehaviour + { + // The set of targets is fixed, so rather than + // retrieve the targets every frame, we'll cache + // their transforms in this field. + public static Transform[] TargetTransforms; + public static Transform[] SeekerTransforms; // 添加这个静态数组 + + public GameObject SeekerPrefab; + public GameObject TargetPrefab; + public int NumSeekers; + public int NumTargets; + public Vector2 Bounds; + + public void Start() + { + Random.InitState(123); + + SeekerTransforms = new Transform[NumSeekers]; + for (int i = 0; i < NumSeekers; i++) + { + GameObject go = GameObject.Instantiate(SeekerPrefab); + + //seek通过自己的Update来在一个随机方向进行直线匀速运动 + var seeker = go.GetComponent(); + Vector2 dir = Random.insideUnitCircle; + seeker.Direction = new Vector3(dir.x, 0, dir.y); + + SeekerTransforms[i] = go.transform; // 保存搜索者的Transform + go.transform.localPosition = new Vector3( + Random.Range(0, Bounds.x), 0, Random.Range(0, Bounds.y)); + } + + TargetTransforms = new Transform[NumTargets]; + for (int i = 0; i < NumTargets; i++) + { + GameObject go = GameObject.Instantiate(TargetPrefab); + + //target通过自己的Update来在一个随机方向进行直线匀速运动 + var target = go.GetComponent(); + 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Unity.Mathematics; +using UnityEngine; +using MJ; +using System.Xml.Schema; + +namespace MJ.Step3 +{ + public class FindNearest : MonoBehaviour + { + NativeArray SeekerPositions; + NativeArray TargetPositions; + NativeArray NearestTargetPositions; + + private Spawner spawner; + + public void Start() + { + spawner = Object.FindFirstObjectByType(); + if (spawner == null) return; + + // 使用Persistent分配器创建NativeArray,因为它们需要在整个程序运行期间存在 + TargetPositions = new NativeArray(spawner.NumTargets, Allocator.Persistent); + SeekerPositions = new NativeArray(spawner.NumSeekers, Allocator.Persistent); + NearestTargetPositions = new NativeArray(spawner.NumSeekers, Allocator.Persistent); + } + + // 重要:必须在对象销毁时释放NativeArray的内存 + public void OnDestroy() + { + if (TargetPositions.IsCreated) TargetPositions.Dispose(); + if (SeekerPositions.IsCreated) SeekerPositions.Dispose(); + if (NearestTargetPositions.IsCreated) NearestTargetPositions.Dispose(); + } + + public void Update() + { + if (spawner == null) 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