// EnemyManagerCs — 敌人 SoA 热路径 C# 内核(S0 骨架) // S0 范围:帧时间监控,完整 Boid 积分在 S1 展开 using Godot; using System; public partial class EnemyManagerCs : Node { private GodotObject _gdEnemyManager; private double _accumMs; private int _frames; public override void _Ready() { _gdEnemyManager = Engine.GetSingleton("EnemyManager"); // S0 骨架不接管积分,保持 _cs_node = null,让 GDScript fallback 运行 GD.Print("[EnemyManagerCs] S0 骨架就绪,GDScript fallback 活跞"); } public override void _PhysicsProcess(double delta) { if (_gdEnemyManager is null) return; var t0 = Time.GetTicksUsec(); var activeCount = _gdEnemyManager.Get("_active_count").AsInt32(); _ = activeCount; _accumMs += (Time.GetTicksUsec() - t0) / 1000.0; _frames++; if (_frames >= 60) { GD.Print($"[EnemyManagerCs] 帧时间均倦: {_accumMs / _frames:F3} ms " + $"(active={activeCount} TODO S1: 启用 Boid 热路径)"); _accumMs = 0; _frames = 0; } } }