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
This commit is contained in:
tian 2026-06-15 16:27:45 +08:00
parent 18f7b79401
commit 5f589c9644
4 changed files with 82 additions and 94 deletions

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@ -21,14 +21,15 @@ src/Unity/Assets/Scripts/Managers/ ← 桥接脚本
--- ---
## 二、快速验证 ## 二、快速开始
1. 将上述文件拖入 Unity 项目,等编译 1. 将 `defaults.json``planner_config.json` 放到 `Assets/StreamingAssets/`
2. 创建空 GameObject`ManagerVerification` 2. 创建空 GameObject`SimulationBootstrap`
3. Inspector 右键 → `Run Full Verification` 3. 运行 — 自动种子数据库,选一个 `[Demo]` 想定,启动仿真
4. Console 看到 7 行 OK
> 首次运行自动种子 6 个 `[Demo]` 预设想定到数据库,含完整配置。 > `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。
> 如需验证全部模块,挂 `ManagerVerification` → Inspector 右键 `Run Full Verification`
--- ---

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