75 lines
2.7 KiB
C#
75 lines
2.7 KiB
C#
using Unity.Collections;
|
|
using Unity.Entities;
|
|
|
|
namespace ProjectM.Simulation
|
|
{
|
|
/// <summary>One authored ability definition, baked immutable into the AbilityDatabase blob.</summary>
|
|
public struct AbilityDefBlob
|
|
{
|
|
public byte Id; // AbilityId
|
|
public float Damage;
|
|
public float ProjectileSpeed;
|
|
public float Range;
|
|
public float AutoTargetRange;
|
|
public float AutoTargetConeRadians;
|
|
public int CooldownTicks;
|
|
public FixedString64Bytes Name;
|
|
}
|
|
|
|
/// <summary>One authored character-stats definition, baked immutable into the AbilityDatabase blob.</summary>
|
|
public struct CharacterStatsBlob
|
|
{
|
|
public byte Id; // CharacterId
|
|
public float MoveSpeed;
|
|
public float TurnRateRadiansPerSec;
|
|
public float MaxHealth;
|
|
public FixedString64Bytes Name;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Immutable designer-authored definition database, baked from ScriptableObjects to a blob asset and
|
|
/// shared by every entity (Burst-fast, zero per-instance cost). Looked up by stable id. Entity/prefab
|
|
/// references are NOT stored here (blobs don't remap entity refs) - see AbilityPrefabElement.
|
|
///
|
|
/// NOTE: the lookups are intentionally NOT 'readonly' methods. A readonly struct method forces a
|
|
/// defensive copy of a field when calling a non-readonly member on it; copying a BlobArray breaks its
|
|
/// relative-offset pointer, so the array would read as empty. Plain (non-readonly) methods access the
|
|
/// BlobArray in place. Always reach these through 'ref blob.Value'.
|
|
/// </summary>
|
|
public struct AbilityDatabaseBlob
|
|
{
|
|
public BlobArray<AbilityDefBlob> Abilities;
|
|
public BlobArray<CharacterStatsBlob> Characters;
|
|
|
|
/// <summary>Linear lookup by ability id (the array is tiny). Returns false if not present.</summary>
|
|
public bool TryGetAbility(byte id, out AbilityDefBlob def)
|
|
{
|
|
for (int i = 0; i < Abilities.Length; i++)
|
|
{
|
|
if (Abilities[i].Id == id)
|
|
{
|
|
def = Abilities[i];
|
|
return true;
|
|
}
|
|
}
|
|
def = default;
|
|
return false;
|
|
}
|
|
|
|
/// <summary>Linear lookup by character id (the array is tiny). Returns false if not present.</summary>
|
|
public bool TryGetCharacter(byte id, out CharacterStatsBlob def)
|
|
{
|
|
for (int i = 0; i < Characters.Length; i++)
|
|
{
|
|
if (Characters[i].Id == id)
|
|
{
|
|
def = Characters[i];
|
|
return true;
|
|
}
|
|
}
|
|
def = default;
|
|
return false;
|
|
}
|
|
}
|
|
}
|