using System.Collections.Generic; using UnityEngine; namespace BaseGames.Enemies.Abilities { /// /// 多攻击选招器:从候选(category==Attack)里按"射程 + 冷却 + LOS + 着地"过滤, /// 再按 选一个。纯逻辑、无 MonoBehaviour 依赖,可单测。 /// public sealed class EnemyAttackSelector { private readonly List _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 _weightBuf; public EnemyAttackSelector(IEnumerable candidates) { _candidates = new List(candidates); _weightBuf = new List(_candidates.Count); } public int Count => _candidates.Count; private static bool Eligible(IAttackCandidate c, bool hasLOS, bool grounded) => c != null && c.CanUse && c.InAttackRange() && (!c.RequiresLineOfSight || hasLOS) && (!c.RequiresGrounded || grounded); public bool HasEligible(bool hasLOS, bool grounded) { for (int i = 0; i < _candidates.Count; i++) if (Eligible(_candidates[i], hasLOS, grounded)) return true; return false; } public IAttackCandidate Select(bool hasLOS, bool grounded, AttackSelectionMode mode) => mode == AttackSelectionMode.Priority ? SelectByPriority(hasLOS, grounded) : SelectByWeight(hasLOS, grounded); private IAttackCandidate SelectByPriority(bool hasLOS, bool grounded) { IAttackCandidate best = null; for (int i = 0; i < _candidates.Count; i++) { var c = _candidates[i]; if (!Eligible(c, hasLOS, grounded)) continue; if (best == null || c.Priority > best.Priority) best = c; // 并列取首个 } return best; } private IAttackCandidate SelectByWeight(bool hasLOS, bool grounded) { // 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]; _weightBuf.Add(Eligible(c, hasLOS, grounded) ? Mathf.Max(0f, c.Weight) : 0f); } 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); } } }