refactor: SimulationBootstrap 更新为前端参考模板
两种模式: 预设(选[Demo]想定) / 自定义(DefaultData预设组装) 移除手动插弹药(已自动种子), 使用 DefaultData 天气/目标/航线/火力单元预设 UnityPathProvider 从 StreamingAssets 自动复制数据文件 前端文档: 快速开始改为挂 SimulationBootstrap 即运行
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@ -21,14 +21,15 @@ src/Unity/Assets/Scripts/Managers/ ← 桥接脚本
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---
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## 二、快速验证
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## 二、快速开始
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1. 将上述文件拖入 Unity 项目,等编译
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2. 创建空 GameObject,挂 `ManagerVerification`
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3. Inspector 右键 → `Run Full Verification`
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4. Console 看到 7 行 OK
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1. 将 `defaults.json` 和 `planner_config.json` 放到 `Assets/StreamingAssets/`
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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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> 首次运行自动种子 6 个 `[Demo]` 预设想定到数据库,含完整配置。
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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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---
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@ -1,5 +1,5 @@
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using CounterDrone.Core;
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using CounterDrone.Core.Algorithms;
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using CounterDrone.Core.Models;
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@ -11,12 +11,19 @@ using AVector3 = CounterDrone.Core.Algorithms.Vector3;
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namespace CounterDrone.Unity
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{
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/// <summary>一键启动:创建想定 → 推荐方案 → 运行仿真</summary>
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/// <summary>
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/// 前端参考模板 — 展示两种运行方式:
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/// 1. 预设模式:直接运行数据库中的 [Demo] 想定(最简单)
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/// 2. 自定义模式:用 DefaultData 预设快速组装新想定 → Planner → 仿真
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/// </summary>
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public class SimulationBootstrap : MonoBehaviour
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{
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[Header("Simulation Settings")]
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[Header("Mode")]
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[SerializeField] private bool _usePreset = true; // true=预设想定, false=自定义
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[Header("Custom Settings")]
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[SerializeField] private float _droneSpeed = 200f;
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[SerializeField] private float _routeLength = 20000f;
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[SerializeField] private float _routeLength = 5000f;
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[SerializeField] private float _timeScale = 4f;
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public SimulationRunner Runner { get; private set; }
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@ -24,117 +31,97 @@ namespace CounterDrone.Unity
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void Start()
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{
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var paths = new UnityPathProvider();
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// 清理上次残留数据
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if (System.IO.File.Exists(paths.GetMainDbPath()))
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System.IO.File.Delete(paths.GetMainDbPath());
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if (System.IO.Directory.Exists(paths.GetFramesDir()))
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System.IO.Directory.Delete(paths.GetFramesDir(), true);
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var dbm = new DatabaseManager(paths);
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var db = dbm.OpenMainDb();
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var db = dbm.OpenMainDb(); // 自动种子弹药 + 6个[Demo]想定
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SqliteConnectionTracker.Track(db);
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foreach (var a in DefaultData.Load(paths).Ammunition) db.Insert(a);
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// 创建想定
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var scenario = new ScenarioService(
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new SimTaskRepository(db), new CombatSceneRepository(db),
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new ControlZoneRepository(db), new TargetConfigRepository(db),
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new EquipmentDeploymentRepository(db), new CloudDispersalRepository(db),
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new RoutePlanRepository(db), new WaypointRepository(db));
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var task = scenario.CreateTask("Unity Demo", "");
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var taskId = task.Id;
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string taskId;
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scenario.SaveScene(taskId, new CombatScene
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if (_usePreset)
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{
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SceneType = (int)SceneType.Plain, WindSpeed = 3,
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WindDirection = (int)WindDirection.W, Temperature = 22,
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});
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scenario.SaveTarget(taskId, new TargetConfig
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{
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WaveId = "default",
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TargetType = (int)TargetType.Piston, PowerType = (int)PowerType.Piston,
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Quantity = 1, TypicalSpeed = _droneSpeed, TypicalAltitude = 500,
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});
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scenario.SaveRoute(taskId, "default", new RoutePlan { FormationMode = (int)FormationMode.Single },
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new List<Waypoint>
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// 方式1:直接使用预设想定(最简单)
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var demos = scenario.SearchTasks("[Demo]", null, null, 1, 1);
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if (demos.TotalCount == 0)
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{
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new Waypoint { PosX = 0, PosY = 500, PosZ = 0, Speed = _droneSpeed },
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new Waypoint { PosX = _routeLength, PosY = 500, PosZ = 0, Speed = _droneSpeed },
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});
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Debug.LogError("无预设想定,请确认 defaults.json 已放入 StreamingAssets");
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return;
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}
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taskId = demos.Items[0].Id;
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Debug.Log($"使用预设想定: {demos.Items[0].Name}");
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}
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else
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{
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// 方式2:用 DefaultData 预设组装自定义想定
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var defaults = DefaultData.Load(paths);
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// 推荐方案
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var detail = scenario.GetTaskDetail(taskId);
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var ammoCatalog = db.Table<AmmunitionSpec>().ToList();
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var planner = new DefensePlanner(ammoCatalog, PlannerConfig.Load(paths));
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var droneGroup = new DroneWave
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{
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WaveId = "default",
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Target = detail.Targets[0],
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Route = detail.Routes[0],
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Waypoints = detail.WaypointGroups["default"],
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};
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var fireUnits = new List<FireUnit>();
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for (int i = 0; i < 8; i++)
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fireUnits.Add(new FireUnit
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{
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Id = $"u{i}",
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Type = PlatformType.GroundBased,
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Position = new AVector3(5000 + i * 50, 0, 50),
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MuzzleVelocity = 800,
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TotalMunitions = 3,
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AmmoTypes = new() { AerosolType.InertGas, AerosolType.ActiveMaterial, AerosolType.ActiveFuel },
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});
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var result = planner.Plan(fireUnits, new List<DroneWave> { droneGroup }, detail.Scene, new List<DetectionSource>());
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scenario.SaveCloudDispersal(taskId, new CloudDispersal
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{
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PositionX = (droneGroup.Waypoints[0].PosX + droneGroup.Waypoints[^1].PosX) / 2,
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PositionY = (droneGroup.Waypoints[0].PosY + droneGroup.Waypoints[^1].PosY) / 2,
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PositionZ = (droneGroup.Waypoints[0].PosZ + droneGroup.Waypoints[^1].PosZ) / 2,
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DisperseHeight = droneGroup.Target.TypicalAltitude,
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Source = "Algorithm",
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});
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var task = scenario.CreateTask("Unity Demo", "");
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taskId = task.Id;
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var equips = new List<EquipmentDeployment>();
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foreach (var u in fireUnits)
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equips.Add(new EquipmentDeployment
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scenario.SaveScene(taskId, defaults.Weather.First(w => w.Id == "sunny-calm").ToCombatScene());
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scenario.SaveTarget(taskId, defaults.Targets.First(p => p.Id == "shahed").ToTargetConfig());
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scenario.SaveRoute(taskId, "default",
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defaults.Formations.First(f => f.Id == "single").ToRoutePlan(),
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defaults.Routes.First(r => _routeLength > 6000 ? r.Id == "10km-h500" : r.Id == "5km-h500")
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.ToWaypoints(_droneSpeed));
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// 从火力单元预设构建 FireUnit → Planner 自动生成方案 → 引擎执行
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var detail = scenario.GetTaskDetail(taskId);
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var ammoCatalog = db.Table<AmmunitionSpec>().ToList();
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var planner = new DefensePlanner(ammoCatalog, PlannerConfig.Load(paths));
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var threats = new List<DroneWave>
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{
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EquipmentRole = (int)EquipmentRole.LaunchPlatform,
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PlatformType = (int)u.Type, Quantity = 1,
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PositionX = u.Position.X, PositionY = u.Position.Y, PositionZ = u.Position.Z,
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AerosolType = (int)u.AmmoTypes[0],
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MunitionCount = u.TotalMunitions, Cooldown = u.Cooldown, MuzzleVelocity = u.MuzzleVelocity,
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CruiseSpeed = u.CruiseSpeed > 0 ? u.CruiseSpeed : null,
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ReleaseAltitude = u.ReleaseAltitude > 0 ? u.ReleaseAltitude : null,
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new DroneWave { WaveId = "default", Target = detail.Targets[0], Route = detail.Routes[0], Waypoints = detail.WaypointGroups["default"] }
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};
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var fireUnits = new List<FireUnit>();
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for (int i = 0; i < 4; i++)
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fireUnits.Add(new FireUnit
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{
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Id = $"fu{i}",
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Type = PlatformType.GroundBased,
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Position = new AVector3(_routeLength / 2f + i * 50, 0, 50),
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MuzzleVelocity = 800, TotalMunitions = 3,
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AmmoTypes = new() { AerosolType.InertGas, AerosolType.ActiveMaterial, AerosolType.ActiveFuel },
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});
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var plan = planner.Plan(fireUnits, threats, detail.Scene, new List<DetectionSource>());
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scenario.SaveCloudDispersal(taskId, new CloudDispersal
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{
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AerosolType = (int)AerosolType.InertGas,
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DisperseHeight = detail.Targets[0].TypicalAltitude,
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Source = "Algorithm",
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});
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scenario.SaveDeployment(taskId, equips);
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scenario.SaveDeployment(taskId, new List<EquipmentDeployment>
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{
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defaults.FireUnits.First(f => f.Id == "ground-light")
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.ToEquipmentDeployment(AerosolType.InertGas, 1, _routeLength / 2f, 0, 50),
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});
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scenario.UpdateStep(taskId, 5);
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Debug.Log($"自定义想定: {plan.Best.ThreatsEngaged} 威胁已分配, {plan.Best.MergedSchedule.Count} 发, 概率 {plan.Best.OverallProbability:P0}");
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}
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SqliteConnectionTracker.Untrack(db);
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db.Dispose();
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var plan = result.Best;
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Debug.Log($"规划方案: {plan.ThreatsEngaged} 威胁被分配, {plan.MergedSchedule.Count} 发, 概率 {plan.OverallProbability:P0}");
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// 运行仿真
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Runner = GetComponent<SimulationRunner>();
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if (Runner == null) Runner = gameObject.AddComponent<SimulationRunner>();
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else Runner.enabled = true;
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Runner.LoadAndStart(taskId);
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Runner.Engine.TimeScale = _timeScale;
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// 设置倍速
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if (Runner.Engine != null)
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{
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Runner.Engine.TimeScale = _timeScale;
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Debug.Log($"Engine state: {Runner.Engine.State}, drones: {Runner.Engine.Drones.Count}");
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}
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// 移动 Game 视图相机
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// 定位相机
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var cam = Camera.main;
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if (cam == null) { var cgo = new GameObject("MainCamera"); cgo.AddComponent<Camera>(); cam = cgo.GetComponent<Camera>(); cam.tag = "MainCamera"; }
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cam.transform.position = new UVector3(_routeLength / 2f, 2000, -3000);
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cam.transform.LookAt(new UVector3(_routeLength / 2f, 500, 0));
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Debug.Log("Camera positioned. In Scene view, double-click 'Simulation' in Hierarchy to focus.");
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if (cam == null) { cam = new GameObject("MainCamera").AddComponent<Camera>(); cam.tag = "MainCamera"; }
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float midX = _usePreset ? 2500f : _routeLength / 2f;
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cam.transform.position = new UVector3(midX, 2000, -3000);
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cam.transform.LookAt(new UVector3(midX, 500, 0));
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}
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}
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}
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