refactor(enemy): 小怪选招改用 WeightedPick 共享原语(权重缓冲复用,零 GC)

This commit is contained in:
2026-07-27 09:55:59 +08:00
parent 3d85f65965
commit 67220b4bbd
@@ -10,9 +10,14 @@ namespace BaseGames.Enemies.Abilities
public sealed class EnemyAttackSelector
{
private readonly List<IAttackCandidate> _candidates;
// 权重缓冲区(与 _candidates 等长,每次选招复用):避免每次选招 new List 造成 GC
private readonly List<float> _weightBuf;
public EnemyAttackSelector(IEnumerable<IAttackCandidate> candidates)
=> _candidates = new List<IAttackCandidate>(candidates);
{
_candidates = new List<IAttackCandidate>(candidates);
_weightBuf = new List<float>(_candidates.Count);
}
public int Count => _candidates.Count;
@@ -47,22 +52,19 @@ namespace BaseGames.Enemies.Abilities
private IAttackCandidate SelectByWeight(bool hasLOS, bool grounded)
{
float total = 0f;
// 有效权重:不合格候选填 0(由共享原语保证零权重项绝不被选中)。缓冲区复用 → 选招零 GC。
_weightBuf.Clear();
for (int i = 0; i < _candidates.Count; i++)
{
var c = _candidates[i];
if (Eligible(c, hasLOS, grounded)) total += Mathf.Max(0f, c.Weight);
_weightBuf.Add(Eligible(c, hasLOS, grounded) ? Mathf.Max(0f, c.Weight) : 0f);
}
if (total <= 0f) return SelectByPriority(hasLOS, grounded); // 权重全 0 → 退化为按 Priority 选(并列取首个)
float roll = Random.value * total;
for (int i = 0; i < _candidates.Count; i++)
{
var c = _candidates[i];
if (!Eligible(c, hasLOS, grounded)) continue;
roll -= Mathf.Max(0f, c.Weight);
if (roll <= 0f) return c;
}
return null; // 理论不达(浮点边界兜底)
int idx = BaseGames.Core.WeightedPick.Index(_weightBuf);
if (idx >= 0) return _candidates[idx];
// 无正权重(合格候选权重全 0)→ 退化为按 Priority 选(并列取首个)
return SelectByPriority(hasLOS, grounded);
}
}
}