## BulletManager — 子弹管理器 Autoload(GDScript 接口层) ## 热路径由 C# BulletManagerCs 子节点驱动。 ## 权威来源:architecture_design.md §4.2 ## ## SoA 完整布局(BULLET_STRIDE=12): ## [ x, y, vx, vy, lifetime, radius, base_damage, damage_mult, damage_type, owner_id, source_tags, acceleration ] ## 0 1 2 3 4 5 6 7 8 9 10 11 ## 冷数据(pierce/bounce/homing/payload_id)→ _bullet_contexts: Dictionary extends Node const BULLET_STRIDE: int = 12 # 禁止裸整数 12(跨切片约束) const MAX_BULLETS: int = 2048 # 预分配 SoA 大小 # SoA 热数组(由 BulletManagerCs 直接读写) var _data: PackedFloat32Array = PackedFloat32Array() var _active_count: int = 0 # 冷数据(非热路径) var _bullet_contexts: Dictionary = {} # 敌人位置快照(homing 共用,由 _physics_process 帧头建立) var _enemy_pos_snapshot: PackedVector2Array = PackedVector2Array() var _cs_node: Node = null func _ready() -> void: _data.resize(MAX_BULLETS * BULLET_STRIDE) _data.fill(0.0) func _physics_process(delta: float) -> void: EnemyManager.fill_pos_snapshot(_enemy_pos_snapshot) if not _cs_node: _gd_integrate(delta) # GDScript 回退路径(C# 未就绪时 / S0/S1 基线验证) func _gd_integrate(delta: float) -> void: var i: int = 0 while i < _active_count: var base: int = i * BULLET_STRIDE _data[base + 0] += _data[base + 2] * delta # x += vx * dt _data[base + 1] += _data[base + 3] * delta # y += vy * dt _data[base + 2] += _data[base + 11] * delta # vx += accel * dt _data[base + 3] += _data[base + 11] * delta # vy += accel * dt _data[base + 4] -= delta # lifetime -= dt if _data[base + 4] <= 0.0: _swap_and_pop(i) elif _check_collision(i, base): # 命中处理已在 _check_collision 内完成,子弹被回收 pass # _active_count 已减少,i 不递增 else: i += 1 # S1 碰撞检测:数据驱动,使用 SpatialGrid 查询 # 命中后扣血;pierce_remaining=0 时回收子弹;返回 true 表示子弹已被回收 func _check_collision(bullet_idx: int, base: int) -> bool: var bx: float = _data[base + 0] var by: float = _data[base + 1] var br: float = _data[base + 5] # bullet radius var b_dmg: float = _data[base + 6] # base_damage var b_mult: float = _data[base + 7] # damage_mult var b_type: int = int(_data[base + 8]) var b_own: int = int(_data[base + 9]) var query_r: float = br + 16.0 # 16px = 敌人碰撞体估算半径 var hits: PackedInt32Array = SpatialGrid.query_circle(Vector2(bx, by), query_r) if hits.is_empty(): return false for entity_id in hits: var ene_pos: Vector2 = EnemyManager.get_pos_by_id(entity_id) if ene_pos == Vector2(-9999.0, -9999.0): continue var dx: float = bx - ene_pos.x var dy: float = by - ene_pos.y var dist_sq: float = dx * dx + dy * dy if dist_sq > query_r * query_r: continue # 命中:通过 DamageContextPool 发出伤害 var ctx_id: int = DamageContextPool.acquire(b_dmg, b_mult, b_type, b_own, false, 0.0) EnemyManager.apply_damage_from_context(entity_id, ctx_id) DamageContextPool.release(ctx_id) var hit_pos: Vector2 = EnemyManager.get_pos_by_id(entity_id) if hit_pos == Vector2(-9999.0, -9999.0): hit_pos = Vector2(bx, by) VFXManager.play("hit_spark", hit_pos) EventBus.emit(EventID.BULLET_HIT, {"bullet_id": bullet_idx, "target_id": entity_id, "hit_pos": hit_pos}) # S4: 命中施加状态 / 连击标记 var cold: Dictionary = _bullet_contexts.get(bullet_idx, {}) var status_id: int = int(cold.get("apply_status_id", -1)) if status_id > 0: StatusManager.apply(entity_id, status_id, 1, -1.0, b_own) if cold.get("apply_combo_mark", false): StatusManager.apply(entity_id, StatusID.COMBO_MARK, 1, 2.0, b_own) # S3: 命中触发子荷载 var payload_id: int = int(cold.get("on_hit_payload_id", -1)) if payload_id >= 0: var parent_depth: int = int(cold.get("trigger_parent_depth", 0)) SpellEvaluator.execute_sub(payload_id, hit_pos, b_own, parent_depth + 1) # pierce 处理 var pierce: int = int(cold.get("pierce_remaining", 0)) if pierce > 0: cold["pierce_remaining"] = pierce - 1 _bullet_contexts[bullet_idx] = cold return false # 穿透:子弹继续飞行 _swap_and_pop(bullet_idx) return true # 子弹已回收 return false func _swap_and_pop(idx: int) -> void: var last: int = _active_count - 1 if idx != last: var base_idx: int = idx * BULLET_STRIDE var base_last: int = last * BULLET_STRIDE for s in BULLET_STRIDE: _data[base_idx + s] = _data[base_last + s] if _bullet_contexts.has(last): _bullet_contexts[idx] = _bullet_contexts[last] _bullet_contexts.erase(last) elif _bullet_contexts.has(idx): _bullet_contexts.erase(idx) _active_count -= 1 # ── 对外接口 ───────────────────────────────────────────────────── ## 生成子弹,返回 bullet_id(比 -1 表示满容) ## 参数附带冷数据:cold_data = {"on_hit_payload_id": int, "pierce_remaining": int, ...} func spawn_bullet(pos: Vector2, vel: Vector2, lifetime: float, radius: float, base_damage: float, damage_mult: float, damage_type: int, owner_id: int, source_tags: int = 0, acceleration: float = 0.0, cold_data: Dictionary = {}) -> int: if _active_count >= MAX_BULLETS: return -1 var bullet_id: int = _active_count var base: int = bullet_id * BULLET_STRIDE _data[base + 0] = pos.x _data[base + 1] = pos.y _data[base + 2] = vel.x _data[base + 3] = vel.y _data[base + 4] = lifetime _data[base + 5] = radius _data[base + 6] = base_damage _data[base + 7] = damage_mult _data[base + 8] = float(damage_type) _data[base + 9] = float(owner_id) _data[base + 10] = float(source_tags) _data[base + 11] = acceleration if not cold_data.is_empty(): _bullet_contexts[bullet_id] = cold_data _active_count += 1 return bullet_id ## 提前回收:lifetime 置 0;C# 下帧 SoA 清理 func despawn_bullet(bullet_id: int) -> void: if bullet_id < 0 or bullet_id >= _active_count: return _data[bullet_id * BULLET_STRIDE + 4] = 0.0 # slot +4: lifetime func get_active_count() -> int: return _active_count ## 渲染:将活跃子弹的 SoA 位置批量写入 MultiMesh(§4.4,SoA 索引 ↔ instance 索引共享) ## visible_instance_count 控制渲染数量,避免每帧重分配 instance_count func sync_multimesh(mm: MultiMesh) -> void: if mm == null: return var n: int = min(_active_count, mm.instance_count) mm.visible_instance_count = n for i in n: var base: int = i * BULLET_STRIDE var r: float = _data[base + 5] mm.set_instance_transform_2d(i, Transform2D( 0.0, Vector2(r * 2.0, r * 2.0), 0.0, Vector2(_data[base + 0], _data[base + 1]))) func get_nearest_enemy_pos(origin: Vector2, max_dist: float = 9999.0) -> Vector2: return EnemyManager.get_nearest_pos(origin, max_dist) func reset() -> void: _active_count = 0 _data.fill(0.0) _bullet_contexts.clear()