using System.Collections.Generic;
using Unity.Collections;
using UnityEngine;
using UnityEngine.Jobs;
namespace BaseGames.Enemies.AI
{
///
/// 批量视线检测系统(架构 07_EnemyModule §12)。
/// 每 FixedUpdate:
/// 1. 读取上一帧 RaycastHit2D 结果,回调各注册者。
/// 2. 重新构建本帧 RaycastCommand 批次,使用 Physics2D.RaycastAll 同步模式执行。
///
/// ⚠️ Unity 2022.3 中 Physics2D 批量命令(RaycastCommand2D)尚未稳定,
/// 此实现使用 FixedUpdate 内顺序 Raycast2D(节流),确保零 GC 分配。
/// 当敌人数量 > 20 时建议切换到 Job System RaycastCommand。
///
[DefaultExecutionOrder(-200)]
public class BatchLOSSystem : MonoBehaviour
{
[SerializeField, Min(1)] private int _maxRequestersPerFrame = 8;
private readonly List _requesters = new();
private readonly HashSet _requesterSet = new(); // O(1) 包含查询
// _indexMap 记录每个 requester 在 _requesters 中的下标,供 Unregister 实现 O(1) 删除
private readonly Dictionary _indexMap = new();
private int _currentOffset = 0;
// ── 注册 ──────────────────────────────────────────────────────────
public void Register(ILOSRequester requester)
{
if (_requesterSet.Add(requester))
{
_indexMap[requester] = _requesters.Count;
_requesters.Add(requester);
}
}
public void Unregister(ILOSRequester requester)
{
if (!_requesterSet.Remove(requester)) return;
int idx = _indexMap[requester];
int last = _requesters.Count - 1;
// Swap-and-pop:将末尾元素移动到被删除的位置,避免 O(n) 搬移
if (idx != last)
{
var moved = _requesters[last];
_requesters[idx] = moved;
_indexMap[moved] = idx;
}
_requesters.RemoveAt(last);
_indexMap.Remove(requester);
// 修正偏移量,防止越界
if (_currentOffset >= _requesters.Count) _currentOffset = 0;
}
// ── FixedUpdate ───────────────────────────────────────────────────
private void FixedUpdate()
{
if (_requesters.Count == 0) return;
// 每帧轮询部分请求者(均匀分配,避免单帧全量射线)
int count = Mathf.Min(_maxRequestersPerFrame, _requesters.Count);
for (int i = 0; i < count; i++)
{
int idx = (_currentOffset + i) % _requesters.Count;
var requester = _requesters[idx];
bool hasLOS = false;
if (requester != null)
{
Vector2 origin = requester.LOSOrigin;
Vector2 target = requester.LOSTarget;
Vector2 direction = target - origin;
float distance = direction.magnitude;
if (distance > 0.01f)
{
var hit = Physics2D.Raycast(origin, direction.normalized, distance, requester.LOSBlockingMask);
// 若无遮挡物(hit.collider == null),则视线畅通
hasLOS = hit.collider == null;
}
requester.ReceiveLOSResult(hasLOS);
}
}
_currentOffset = (_currentOffset + count) % Mathf.Max(1, _requesters.Count);
}
}
}