docs: 重写对接文档 — 五步完整工作流(基础数据→想定→仿真→报告→回放)
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@ -27,207 +27,187 @@ src/Unity/Assets/Scripts/Managers/ ← 桥接脚本
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2. 创建空 GameObject,挂 `SimulationBootstrap`
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3. 运行 — 自动种子数据库,选一个 `[Demo]` 想定,启动仿真
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> `SimulationBootstrap` 是前端开发的参考模板,展示预设模式(一行代码)和自定义模式(用 DefaultData 预设组装)两种路径。
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> 如需验证全部模块,挂 `ManagerVerification` → Inspector 右键 `Run Full Verification`。
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> `SimulationBootstrap` 是前端开发的参考模板,展示预设模式(一行代码)和自定义模式两种路径。
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---
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## 三、核心流程(使用预设想定)
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## 三、完整工作流(5 步)
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### 3.1 列出预设想定
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```csharp
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var scenario = GetComponent<ScenarioManager>();
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var demos = scenario.Search("Demo", null, null, 1, 100);
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// → 返回 6 个预设想定:
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// [Demo] 无防御-无人机抵达目标
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// [Demo] 管控区域侵入
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// [Demo] 活塞拦截-西风5ms
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// [Demo] 喷气式拦截-活性材料
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// [Demo] 空基拦截-东风5ms
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// [Demo] 3架空基编队拦截
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```
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┌─────────────┐ ┌─────────────┐ ┌─────────────┐ ┌──────────┐ ┌──────────┐
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│ 基础数据 CRUD │ → │ 创建想定 │ → │ 运行仿真 │ → │ 生成报告 │ → │ 回放 │
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│ DataService │ │ ScenarioMgr │ │ SimRunner │ │ ReportMgr │ │ Replay │
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└─────────────┘ └─────────────┘ └─────────────┘ └──────────┘ └──────────┘
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```
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### 3.2 启动仿真(一行代码)
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```csharp
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var runner = GetComponent<SimulationRunner>();
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// 选一个预设想定,直接运行(引擎自动调用 Planner 生成发射计划)
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runner.LoadAndStart(demos.Items[0].Id); // 例如:活塞拦截-西风5ms
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runner.Engine.TimeScale = 4f; // 加速
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// 订阅事件
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runner.Engine.OnMunitionLaunched += m => Instantiate(shellPrefab, ToVector3(m.PosX, m.PosY, m.PosZ));
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runner.Engine.OnCloudGenerated += c => SpawnCloud(c.PosX, c.PosY, c.PosZ, c.Radius);
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runner.Engine.OnDroneDestroyed += d => PlayExplosion(d.PosX, d.PosY, d.PosZ);
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runner.Engine.OnTargetDetected += (d, det) => ShowDetectionMark(d.PosX, d.PosY, d.PosZ);
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runner.Engine.OnDroneReachedTarget += d => ShowReached(d.PosX, d.PosY, d.PosZ);
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runner.Engine.OnZoneIntruded += (d, z) => AlertIntrusion(z.Name);
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runner.Engine.OnSimulationEnded += () => GenerateReport();
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```
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### 3.3 自定义想定(高级)
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```csharp
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var scenario = GetComponent<ScenarioManager>();
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var task = scenario.CreateTask("自定义想定", "");
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// 使用默认数据预设快速配置
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var defaults = DefaultData.Load(new UnityPathProvider());
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scenario.SaveScene(task.Id, defaults.Weather.First(w => w.Id == "sunny-calm").ToCombatScene());
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scenario.SaveTarget(task.Id, defaults.Targets.First(p => p.Id == "shahed").ToTargetConfig());
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scenario.SaveRoute(task.Id, "default",
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defaults.Formations.First(f => f.Id == "single").ToRoutePlan(),
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defaults.Routes.First(r => r.Id == "5km-h500").ToWaypoints(200));
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scenario.SaveDeployment(task.Id, new List<EquipmentDeployment>
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{
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defaults.FireUnits.First(f => f.Id == "ground-light")
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.ToEquipmentDeployment(AerosolType.InertGas, 1, 1500, 0, 50),
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});
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scenario.SaveCloudDispersal(task.Id, new CloudDispersal
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{ AerosolType = (int)AerosolType.InertGas, DisperseHeight = 500 });
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scenario.UpdateStep(task.Id, 5);
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// 运行
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var runner = GetComponent<SimulationRunner>();
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runner.LoadAndStart(task.Id);
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```
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### 3.3 仿真事件一览
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| 事件 | 参数 | 触发时机 |
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|------|------|------|
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| `OnTargetDetected` | `DroneEntity`, `DetectionEntity` | 无人机首次进入探测设备 3D 球冠范围(离开后再次进入会重新触发) |
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| `OnMunitionLaunched` | `MunitionEntity` | 发射计划时间到达 |
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| `OnCloudGenerated` | `CloudEntity` | 弹药到达释放高度 |
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| `OnDroneDestroyed` | `DroneEntity` | HP ≤ 0 |
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| `OnDroneReachedTarget` | `DroneEntity` | 到达最后航路点 |
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| `OnZoneIntruded` | `DroneEntity`, `ControlZoneEntity` | 进入管控区 |
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| `OnSimulationEnded` | 无 | 所有无人机状态 ≠ Flying |
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---
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## 四、Manager API
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### ScenarioManager
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### 3.1 步骤 1:管理基础数据
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```csharp
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var mgr = GetComponent<ScenarioManager>();
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SimTask task = mgr.CreateTask("任务名", ""); // 空字符串 = 自动编号 SIM-yyyyMMdd-xxx
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mgr.SaveScene(id, combatScene);
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mgr.SaveTarget(id, targetConfig);
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mgr.SaveDeployment(id, equipmentList);
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mgr.SaveCloud(id, cloudDispersal);
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mgr.SaveRoute(id, "default", routePlan, waypoints);
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TaskFullConfig detail = mgr.GetDetail(id);
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PagedResult<SimTask> result = mgr.Search("关键词", from, to, page, pageSize);
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var ds = mgr.DataService;
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// 列出所有
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var drones = ds.GetAllDrones();
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var ammo = ds.GetAllAmmo();
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var units = ds.GetAllFireUnits();
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// 新增
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ds.SaveDrone(new DroneSpec { Id = "custom", Name = "自定义", TypicalSpeed = 100, ... });
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// 删除
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ds.DeleteDrone("custom");
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// 7 类全覆盖:DroneSpec / FireUnitSpec / SensorSpec / EnvironmentSpec
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// FormationTemplate / RouteTemplate / AmmunitionSpec
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```
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### SimulationRunner
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### 3.2 步骤 2:创建想定
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```csharp
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var scenario = GetComponent<ScenarioManager>();
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// 方式 A:预设想定(最快)
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var demos = scenario.Search("Demo", null, null, 1, 100);
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var taskId = demos.Items[0].Id;
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// 方式 B:自定义
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var task = scenario.CreateTask("我的想定", "");
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scenario.SaveScene(task.Id, new CombatScene { WindSpeed = 5, WindDirection = (int)WindDirection.E });
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scenario.SaveTarget(task.Id, new TargetConfig { WaveId = "w1", Quantity = 1, TypicalSpeed = 200, TypicalAltitude = 500 });
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scenario.SaveRoute(task.Id, "w1", new RoutePlan(), new List<Waypoint> {
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new() { PosX = 0, PosY = 500, PosZ = 0, Speed = 200 },
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new() { PosX = 10000, PosY = 500, PosZ = 0, Speed = 200 }
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});
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scenario.SaveDeployment(task.Id, new List<EquipmentDeployment> {
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new() { EquipmentRole = 1, PlatformType = 1, Quantity = 1, PositionX = 5000, AerosolType = 0, MunitionCount = 8 }
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});
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scenario.SaveCloud(task.Id, new CloudDispersal { AerosolType = 0, DisperseHeight = 500 });
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scenario.UpdateStep(task.Id, 5);
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```
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### 3.3 步骤 3:运行仿真
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```csharp
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var runner = GetComponent<SimulationRunner>();
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runner.Engine.SetFireSchedule(fireEvents); // 从推荐方案取
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runner.LoadAndStart(taskId);
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runner.Engine.TimeScale = 4f;
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runner.Engine.State / Drones / Clouds / Munitions / Platforms / DetectionEntities / Events
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runner.DataService // 基础数据 CRUD(见第五节)
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runner.Stop();
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// 事件
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runner.Engine.OnMunitionLaunched += m => { };
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runner.Engine.OnCloudGenerated += c => { };
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runner.Engine.OnDroneDestroyed += d => { };
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runner.Engine.OnSimulationEnded += () => { };
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// 逐帧
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void Update() {
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var result = runner.Engine.Tick(Time.deltaTime);
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foreach (var snap in result.EntitySnapshots) {
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// snap.EntityType, PosX/Y/Z, VelX/Y/Z, Hp, CloudRadius...
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}
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}
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```
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### ReportManager
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### 3.4 步骤 4:生成报告
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```csharp
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var mgr = GetComponent<ReportManager>();
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var config = scenario.GetDetail(taskId);
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var report = mgr.Generate(taskId, config, runner.Engine.Events.ToList(),
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runner.Engine.Drones[0].Status.ToString(),
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runner.Engine.SimulationTime);
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string path = mgr.Export(report.Id); // → persistentDataPath/reports/xxx.md
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var rm = GetComponent<ReportManager>();
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var detail = scenario.GetDetail(taskId);
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var report = rm.Generate(taskId, detail, runner.Engine.Events.ToList(),
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runner.Engine.Drones[0].Status.ToString(), runner.Engine.SimulationTime);
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string path = rm.Export(report.Id);
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```
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### ReplayController
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### 3.5 步骤 5:回放
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```csharp
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var replay = GetComponent<ReplayController>();
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replay.LoadReplay(taskId);
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// replay.TotalFrames / replay.GetFrame(frameIndex)
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for (int i = 0; i < replay.TotalFrames; i++) {
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var frame = replay.GetFrame(i);
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// frame.SimulationTime, frame.EntitySnapshots...
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}
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```
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### EntitySnapshot(每帧推送)
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---
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## 四、Manager API 速查
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### ScenarioManager — 基础数据 + 想定
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```csharp
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var mgr = GetComponent<ScenarioManager>();
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// 基础数据 CRUD(7 类)
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mgr.DataService.GetAllAmmo() / SaveAmmo() / DeleteAmmo()
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mgr.DataService.GetAllFireUnits() / GetAllDrones() / GetAllSensors()
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mgr.DataService.GetAllEnvironments() / GetAllFormations() / GetAllRoutes()
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// 想定 CRUD
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mgr.CreateTask(name, "") / mgr.DeleteTask(id) / mgr.Search(kw, from, to, page, size)
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mgr.SaveScene / SaveTarget / SaveDeployment / SaveCloud / SaveRoute / UpdateStep
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mgr.GetDetail(id) → TaskFullConfig
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```
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### SimulationRunner — 仿真执行
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```csharp
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var runner = GetComponent<SimulationRunner>();
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runner.LoadAndStart(taskId);
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runner.Engine.TimeScale = 4f;
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runner.Engine.State / Drones / Clouds / Munitions / Platforms / DetectionEntities / Events
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runner.Engine.Tick(dt) → SimulationFrameResult { EntitySnapshots, NewEvents }
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runner.Engine.OnMunitionLaunched / OnCloudGenerated / OnDroneDestroyed / ...
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runner.Stop();
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```
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### ReportManager — 报告
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```csharp
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var rm = GetComponent<ReportManager>();
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rm.Generate(taskId, detail, events, status, duration) → SimulationReport
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rm.Export(reportId) → 文件路径
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```
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### ReplayController — 回放
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```csharp
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var replay = GetComponent<ReplayController>();
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replay.LoadReplay(taskId);
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replay.TotalFrames / replay.GetFrame(index)
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```
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---
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## 五、EntitySnapshot(每帧推送)
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| 字段 | 类型 | 说明 |
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|------|------|------|
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| `EntityId` | string | 实体唯一 ID |
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| `EntityType` | enum | Drone/Platform/Munition/Cloud/DetectionEquip |
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| `EntityType` | enum | Drone / Platform / Munition / Cloud / DetectionEquip |
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| `PosX/Y/Z` | float | 三维位置 |
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| `VelX/Y/Z` | float | 瞬时速度 (m/s) |
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| `Hp` | float | 无人机血量 (0~1) |
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| `DamageStage` | int | 损伤阶段 (0~N) |
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| `PlatformStateStr` | string | 平台状态 (Idle/FlyingToTarget/ReadyToRelease) |
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| `DamageStage` | int | 损伤阶段 |
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| `PlatformStateStr` | string | Idle / FlyingToTarget / ReadyToRelease |
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| `CloudRadius` | float | 云团有效半径 |
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| `CloudOpacity` | float | 云团不透明度 (0~1) |
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| `CloudPhase` | int | 云团扩散阶段 (1/2/3) |
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| `CloudElapsed` | float | 云团已存在时间 (s) |
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| `CloudOpacity` | float | 不透明度 (0~1) |
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| `CloudPhase` | int | 扩散阶段 (1/2/3) |
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| `CloudElapsed` | float | 已存在时间 (s) |
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### 实体属性(直接访问)
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---
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## 六、实体属性速查
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| 实体 | 关键属性 |
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|------|------|
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| **DroneEntity** | Id, PosX/Y/Z, Hp, Status, ExposureTime, TargetType, PowerType, Wingspan, CruiseSpeed, Route, TraveledArc, TotalArc, Progress |
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| **CloudEntity** | Id, PosX/Y/Z, Radius, Density, Phase, Elapsed, IsDissipated, AerosolType |
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| **MunitionEntity** | Id, PosX/Y/Z, Velocity, StartX/Y/Z, LaunchTime, ElapsedTime, LaunchAngle, Azimuth, MuzzleVelocity, FlightDuration, TargetX/Y/Z, ReleaseAltitude, HasArrived |
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| **PlatformEntity** | Id, PosX/Y/Z, CurrentVelocity, State, MunitionCount, Cooldown, MuzzleVelocity, CruiseSpeed, ReleaseAltitude, TargetX/Y/Z, FlightDistance |
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| **DroneEntity** | Id, PosX/Y/Z, Hp, Status, Type, Wingspan, CruiseSpeed, Route, TraveledArc, TotalArc, Progress |
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| **CloudEntity** | Id, PosX/Y/Z, Radius, Density, Phase, Elapsed, IsDissipated |
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| **MunitionEntity** | Id, PosX/Y/Z, Velocity, Start, LaunchTime, ElapsedTime, LaunchAngle, Azimuth, MuzzleVelocity, FlightDuration, Target, HasArrived |
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| **PlatformEntity** | Id, PosX/Y/Z, CurrentVelocity, State, MunitionCount, Cooldown, MuzzleVelocity, CruiseSpeed, ReleaseAltitude, Target, FlightDistance |
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| **DetectionEntity** | Id, PosX/Y/Z, Source, IsInRange(), IsDetected() |
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---
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## 五、基础数据 CRUD(DataService)
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`SimulationRunner.DataService` 提供 7 类基础数据的增删改查:
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```csharp
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var ds = runner.DataService;
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// 弹药
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var ammo = ds.GetAllAmmo();
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ds.SaveAmmo(new AmmunitionSpec { Id = "custom", ... });
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ds.DeleteAmmo("custom");
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// 火力单元规格
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ds.GetAllFireUnits();
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ds.SaveFireUnit(spec);
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ds.DeleteFireUnit(id);
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// 无人机规格
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ds.GetAllDrones();
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ds.SaveDrone(spec);
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ds.DeleteDrone(id);
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// 传感器规格
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ds.GetAllSensors();
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ds.SaveSensor(spec);
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ds.DeleteSensor(id);
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// 环境规格
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ds.GetAllEnvironments();
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ds.SaveEnvironment(spec);
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ds.DeleteEnvironment(id);
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// 编队模板
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ds.GetAllFormations();
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ds.SaveFormation(spec);
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ds.DeleteFormation(id);
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// 航线模板
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ds.GetAllRoutes();
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ds.SaveRoute(spec);
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ds.DeleteRoute(id);
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```
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### 规格类命名对照
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## 七、规格类命名对照
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| 旧名 | 新名 | SQLite 表 |
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|------|------|------|
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@ -241,48 +221,35 @@ ds.DeleteRoute(id);
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---
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## 六、默认数据
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## 八、默认数据
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首次运行 `DatabaseManager.OpenMainDb()` 自动从 `data/defaults.json` 种子数据库:
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首次运行自动种子,含 6 个 `[Demo]` 预设想定:
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| 类别 | 内容 | 示例 ID |
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|------|------|------|
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| 弹药 | 3 种 | `inert` / `active` / `fuel` |
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| 编队 | 6 种 | `single` / `line-3` / `swarm-10` |
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| 航线 | 6 条 | `3km-h300` / `5km-h500` / `10km-h500` / `20km-h500` |
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| 火力单元 | 4 种 | `ground-light` / `ground-standard` / `ground-heavy` / `air-standard` |
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| 无人机 | 6 种 | `quadcopter` / `shahed` / `cruise-missile` |
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| 探测设备 | 4 种 | `radar-mr` / `eo-station` |
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| 天气 | 6 种 | `sunny-calm` / `fog` / `night` |
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| 预设想定 | 6 个 | `[Demo] 活塞拦截-西风5ms` |
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所有默认数据名称含 `[Demo]` 前缀,UI 中可识别。预设可通过 API 直接获取:
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```csharp
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var defaults = DefaultData.Load(new UnityPathProvider());
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var ammo = defaults.Ammunition.First(a => a.Id == "inert");
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var route = defaults.Routes.First(r => r.Id == "5km-h500").ToWaypoints(200);
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var unit = defaults.FireUnits.First(f => f.Id == "ground-light").ToEquipmentDeployment(AerosolType.InertGas, 1, 1500, 0, 50);
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```
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| 类别 | 示例 ID |
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|------|------|
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||||
| 弹药 | `inert` / `active` / `fuel` |
|
||||
| 编队 | `single` / `line-3` / `swarm-10` |
|
||||
| 航线 | `5km-h500` / `10km-h500` / `20km-h500` |
|
||||
| 火力单元 | `ground-light` / `air-standard` |
|
||||
| 无人机 | `shahed` / `quadcopter` / `cruise-missile` |
|
||||
| 传感器 | `radar-mr` / `eo-station` |
|
||||
| 环境 | `sunny-calm` / `fog` / `night` |
|
||||
|
||||
---
|
||||
|
||||
## 七、更新后端
|
||||
## 九、更新后端
|
||||
|
||||
```bash
|
||||
cd src/CounterDrone.Core
|
||||
dotnet publish -c Release -o ../../unity_plugins
|
||||
# 覆盖 Assets/Plugins/CounterDrone.Core/ 下所有 DLL
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## 八、参考
|
||||
## 十、参考
|
||||
|
||||
| 文档 | 位置 |
|
||||
|------|------|
|
||||
| 架构设计 | `docs/design/architecture/总体架构设计.md` |
|
||||
| 实体事件映射 | `docs/design/technical/仿真器实体与事件映射.md` |
|
||||
| 任务跟踪 | `docs/implementation/tasks/实施计划与任务跟踪.md` |
|
||||
| 测试报告 | `test/reports/`(每次集成测试自动生成) |
|
||||
| 测试状态 | **243 测试,11 秒(全部通过)** |
|
||||
|
||||
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Block a user