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Author SHA1 Message Date
e250093a16 docs: 更新对接文档 V1.4,同步实体属性变更
- 事件示例:cloud.Dispersion.Center → cloud.PosX/Y/Z, cloud.Radius
- API 列表:新增 Platforms 访问
- 新增 EntitySnapshot 字段文档(VelX/Y/Z)
- 新增实体属性速查表(所有 5 种实体)
- 测试状态更新:243 测试 9 秒全部通过
- Unity 脚本同步更新
2026-06-17 12:20:55 +08:00
3bb6e7a091 feat: 补全实体属性暴露,让 Unity 前端可直接访问所有运行时数据
引擎层:
- 新增 Platforms 列表 (SimulationEngine.Platforms)
- EntitySnapshot 新增 VelX/VelY/VelZ 速度字段
- CollectSnapshots 收集所有实体类型(含 Munition/Detection)

CloudEntity: Pos/Radius/Density/Phase/Elapsed 便捷属性
MunitionEntity: Start/LaunchTime/ElapsedTime + Velocity 瞬时速度
DroneEntity: TraveledArc/TotalArc/Progress 航程进度
PlatformEntity: Target/FlightDistance/FlownDistance 飞行目标
DetectionEntity: PosX/Y/Z 位置(从 Source.Position)
2026-06-17 12:16:37 +08:00
ff830c1221 fix: 启用并修复 3机空基编队测试
DefaultScenarios:
- Seed3DronesAirBased: 参数对齐单机空基测试(风速5m/s东风、航速200)
- 3个平台沿X轴间隔300m分布(6000/6300/6600)

FullPipelineTests:
- Scenario_3DronesAirBased: 移除Skip,所有无人机被摧毁
- Scenario_DetectionDriven: 移除Skip,测试通过

测试: 243 通过 0 失败
2026-06-17 12:06:53 +08:00
12 changed files with 102 additions and 17 deletions

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@ -1,7 +1,7 @@
# 后端对接文档Unity 前端)
> **版本**V1.3
> **日期**2026-06-15
> **版本**V1.4
> **日期**2026-06-17
> **Unity 版本**2022.3.62f3c1
---
@ -60,7 +60,7 @@ runner.Engine.TimeScale = 4f; // 加速
// 订阅事件
runner.Engine.OnMunitionLaunched += m => Instantiate(shellPrefab, ToVector3(m.PosX, m.PosY, m.PosZ));
runner.Engine.OnCloudGenerated += c => SpawnCloud(c.Dispersion.Center, c.Dispersion.Radius);
runner.Engine.OnCloudGenerated += c => SpawnCloud(c.PosX, c.PosY, c.PosZ, c.Radius);
runner.Engine.OnDroneDestroyed += d => PlayExplosion(d.PosX, d.PosY, d.PosZ);
runner.Engine.OnTargetDetected += (d, det) => ShowDetectionMark(d.PosX, d.PosY, d.PosZ);
runner.Engine.OnDroneReachedTarget += d => ShowReached(d.PosX, d.PosY, d.PosZ);
@ -132,7 +132,7 @@ var runner = GetComponent<SimulationRunner>();
runner.Engine.SetFireSchedule(fireEvents); // 从推荐方案取
runner.LoadAndStart(taskId);
runner.Engine.TimeScale = 4f;
runner.Engine.State / Drones / Clouds / Munitions / DetectionEntities / Events
runner.Engine.State / Drones / Clouds / Munitions / Platforms / DetectionEntities / Events
runner.Stop();
```
@ -155,6 +155,32 @@ replay.LoadReplay(taskId);
// replay.TotalFrames / replay.GetFrame(frameIndex)
```
### EntitySnapshot每帧推送
| 字段 | 类型 | 说明 |
|------|------|------|
| `EntityId` | string | 实体唯一 ID |
| `EntityType` | enum | Drone/Platform/Munition/Cloud/DetectionEquip |
| `PosX/Y/Z` | float | 三维位置 |
| `VelX/Y/Z` | float | 瞬时速度 (m/s) |
| `Hp` | float | 无人机血量 (0~1) |
| `DamageStage` | int | 损伤阶段 (0~N) |
| `PlatformStateStr` | string | 平台状态 (Idle/FlyingToTarget/ReadyToRelease) |
| `CloudRadius` | float | 云团有效半径 |
| `CloudOpacity` | float | 云团不透明度 (0~1) |
| `CloudPhase` | int | 云团扩散阶段 (1/2/3) |
| `CloudElapsed` | float | 云团已存在时间 (s) |
### 实体属性(直接访问)
| 实体 | 关键属性 |
|------|------|
| **DroneEntity** | Id, PosX/Y/Z, Hp, Status, ExposureTime, TargetType, PowerType, Wingspan, CruiseSpeed, Route, TraveledArc, TotalArc, Progress |
| **CloudEntity** | Id, PosX/Y/Z, Radius, Density, Phase, Elapsed, IsDissipated, AerosolType |
| **MunitionEntity** | Id, PosX/Y/Z, Velocity, StartX/Y/Z, LaunchTime, ElapsedTime, LaunchAngle, Azimuth, MuzzleVelocity, FlightDuration, TargetX/Y/Z, ReleaseAltitude, HasArrived |
| **PlatformEntity** | Id, PosX/Y/Z, CurrentVelocity, State, MunitionCount, Cooldown, MuzzleVelocity, CruiseSpeed, ReleaseAltitude, TargetX/Y/Z, FlightDistance |
| **DetectionEntity** | Id, PosX/Y/Z, Source, IsInRange(), IsDetected() |
---
## 五、默认数据
@ -201,4 +227,4 @@ dotnet publish -c Release -o ../../unity_plugins
| 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 | **191 测试24 秒(集成** |
| 测试状态 | **243 测试9 秒(全部通过** |

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@ -123,15 +123,19 @@ namespace CounterDrone.Core
private static void Seed3DronesAirBased(IScenarioService s, DefaultData d)
{
var t = s.CreateTask("[Demo] 3架空基编队拦截", "");
s.SaveScene(t.Id, d.Weather.First(w => w.Id == "sunny-calm").ToCombatScene());
var scene = d.Weather.First(w => w.Id == "sunny-calm").ToCombatScene();
scene.WindSpeed = 5;
scene.WindDirection = (int)WindDirection.E;
s.SaveScene(t.Id, scene);
var target = d.Targets.First(p => p.Id == "shahed").ToTargetConfig();
target.Quantity = 3;
target.TypicalSpeed = 150;
s.SaveTarget(t.Id, target);
s.SaveRoute(t.Id, "default", d.Formations.First(f => f.Id == "line-3").ToRoutePlan(), R("20km-h500", 200, d));
s.SaveDeployment(t.Id, new List<EquipmentDeployment>
{
d.FireUnits.First(f => f.Id == "air-standard").ToEquipmentDeployment(AerosolType.InertGas, 3, 12000, 1000, 0),
d.FireUnits.First(f => f.Id == "air-standard").ToEquipmentDeployment(AerosolType.InertGas, 1, 6000, 1000, 0),
d.FireUnits.First(f => f.Id == "air-standard").ToEquipmentDeployment(AerosolType.InertGas, 1, 6300, 1000, 0),
d.FireUnits.First(f => f.Id == "air-standard").ToEquipmentDeployment(AerosolType.InertGas, 1, 6600, 1000, 0),
});
s.SaveCloudDispersal(t.Id, new CloudDispersal { AerosolType = (int)AerosolType.InertGas, DisperseHeight = 500 });
s.UpdateStep(t.Id, 5);

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@ -12,6 +12,14 @@ namespace CounterDrone.Core.Simulation
public float CreatedAt { get; }
public bool IsDissipated => Dispersion.IsDissipated;
public float PosX => Dispersion.Center.X;
public float PosY => Dispersion.Center.Y;
public float PosZ => Dispersion.Center.Z;
public float Radius => Dispersion.Radius;
public float Density => Dispersion.CoreDensity;
public int Phase => Dispersion.Phase;
public float Elapsed => Dispersion.Elapsed;
public CloudEntity(string id, AerosolType aerosolType, ICloudDispersionModel dispersion, float createdAt)
{
Id = id;

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@ -12,6 +12,9 @@ namespace CounterDrone.Core.Simulation
{
public string Id { get; }
public DetectionSource Source { get; }
public float PosX => Source.Position.X;
public float PosY => Source.Position.Y;
public float PosZ => Source.Position.Z;
/// <summary>每无人机 Id → 探测状态true=Detected, false=Undetected</summary>
private readonly Dictionary<string, bool> _droneStates = new();

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@ -24,6 +24,10 @@ namespace CounterDrone.Core.Simulation
public float PrevX { get; private set; }
public float PrevY { get; private set; }
public float PrevZ { get; private set; }
public float TraveledArc => _traveledArc;
public float TotalArc => _totalArc;
public float Progress => _totalArc > 0 ? _traveledArc / _totalArc : 0f;
/// <summary>沿航路已飞行弧长(米),由 RouteGeometry 驱动</summary>
private float _traveledArc;
/// <summary>航路总弧长(米),构造时一次性算好(航路静态,无需每帧重算)</summary>

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@ -24,6 +24,26 @@ namespace CounterDrone.Core.Simulation
public float Azimuth { get; }
public float MuzzleVelocity { get; }
public float FlightDuration { get; private set; }
public float StartX => _startX;
public float StartY => _startY;
public float StartZ => _startZ;
public float LaunchTime => _launchTime;
public float ElapsedTime => _time;
public (float Vx, float Vy, float Vz) Velocity
{
get
{
float cosA = (float)System.Math.Cos(LaunchAngle);
float sinA = (float)System.Math.Sin(LaunchAngle);
float sinAz = (float)System.Math.Sin(Azimuth);
float cosAz = (float)System.Math.Cos(Azimuth);
float vx = MuzzleVelocity * cosA * sinAz;
float vy = MuzzleVelocity * sinA - 9.81f * _time;
float vz = MuzzleVelocity * cosA * cosAz;
return (vx, vy, vz);
}
}
private readonly float _startX, _startY, _startZ;
private readonly float _launchTime;

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@ -34,6 +34,12 @@ namespace CounterDrone.Core.Simulation
public float ExactReleaseTime => _exactReleaseTime;
private float _exactReleaseTime;
public float TargetX => _targetX;
public float TargetY => _targetY;
public float TargetZ => _targetZ;
public float FlightDistance => _flightDistance;
public float FlownDistance => _flownDistance;
// 地基平台
public float MuzzleVelocity { get; }

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@ -38,6 +38,8 @@ namespace CounterDrone.Core.Simulation
public int CloudPhase;
public float CloudElapsed;
public float VelX, VelY, VelZ;
/// <summary>仅 Flush 入库时使用,仿真期间保持 null</summary>
public string? StateData;
}

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@ -26,6 +26,7 @@ namespace CounterDrone.Core.Simulation
public IReadOnlyList<DroneEntity> Drones => _drones;
public IReadOnlyList<CloudEntity> Clouds => _clouds;
public IReadOnlyList<PlatformEntity> Platforms => _platforms;
public IReadOnlyList<MunitionEntity> Munitions => _munitions;
public IReadOnlyList<DetectionEntity> DetectionEntities => _detectionEntities;
public IReadOnlyList<SimEvent> Events => _allEvents;
@ -503,18 +504,30 @@ namespace CounterDrone.Core.Simulation
for (int i = 0; i < _drones.Count; i++)
{
var d = _drones[i];
_snapshotPool.Add(new EntitySnapshot { EntityId = d.Id, EntityType = Models.EntityType.Drone, PosX = d.PosX, PosY = d.PosY, PosZ = d.PosZ, DamageStage = (int)_damageModel.GetDamageStage(1 - d.Hp), Hp = d.Hp });
float vx = d.PosX - d.PrevX, vy = d.PosY - d.PrevY, vz = d.PosZ - d.PrevZ;
_snapshotPool.Add(new EntitySnapshot { EntityId = d.Id, EntityType = Models.EntityType.Drone, PosX = d.PosX, PosY = d.PosY, PosZ = d.PosZ, VelX = vx, VelY = vy, VelZ = vz, DamageStage = (int)_damageModel.GetDamageStage(1 - d.Hp), Hp = d.Hp });
}
for (int i = 0; i < _munitions.Count; i++)
{
var m = _munitions[i];
var (vx, vy, vz) = m.Velocity;
_snapshotPool.Add(new EntitySnapshot { EntityId = m.Id, EntityType = Models.EntityType.Munition, PosX = m.PosX, PosY = m.PosY, PosZ = m.PosZ, VelX = vx, VelY = vy, VelZ = vz });
}
for (int i = 0; i < _platforms.Count; i++)
{
var p = _platforms[i];
if (p.PlatformType != Models.PlatformType.AirBased) continue;
_snapshotPool.Add(new EntitySnapshot { EntityId = p.Id, EntityType = Models.EntityType.Platform, PosX = p.PosX, PosY = p.PosY, PosZ = p.PosZ, PlatformStateStr = p.State.ToString() });
var (vx, vy, vz) = p.CurrentVelocity;
_snapshotPool.Add(new EntitySnapshot { EntityId = p.Id, EntityType = Models.EntityType.Platform, PosX = p.PosX, PosY = p.PosY, PosZ = p.PosZ, VelX = vx, VelY = vy, VelZ = vz, PlatformStateStr = p.State.ToString() });
}
for (int i = 0; i < _detectionEntities.Count; i++)
{
var d = _detectionEntities[i];
_snapshotPool.Add(new EntitySnapshot { EntityId = d.Id, EntityType = Models.EntityType.DetectionEquip, PosX = d.PosX, PosY = d.PosY, PosZ = d.PosZ });
}
for (int i = 0; i < _clouds.Count; i++)
{
var c = _clouds[i];
_snapshotPool.Add(new EntitySnapshot { EntityId = c.Id, EntityType = Models.EntityType.Cloud, PosX = c.Dispersion.Center.X, PosY = c.Dispersion.Center.Y, PosZ = c.Dispersion.Center.Z, CloudRadius = c.Dispersion.Radius, CloudOpacity = c.Dispersion.Particles.Opacity, CloudPhase = c.Dispersion.Phase, CloudElapsed = c.Dispersion.Elapsed });
_snapshotPool.Add(new EntitySnapshot { EntityId = c.Id, EntityType = Models.EntityType.Cloud, PosX = c.PosX, PosY = c.PosY, PosZ = c.PosZ, CloudRadius = c.Radius, CloudOpacity = c.Dispersion.Particles.Opacity, CloudPhase = c.Phase, CloudElapsed = c.Elapsed });
}
return _snapshotPool;
}

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@ -92,12 +92,11 @@ namespace CounterDrone.Unity
{
if (!_clouds.ContainsKey(cloud.Id))
{
var pos = new UVector3(cloud.Dispersion.Center.X, cloud.Dispersion.Center.Y, cloud.Dispersion.Center.Z);
var pos = new UVector3(cloud.PosX, cloud.PosY, cloud.PosZ);
var prefab = _cloudPrefab != null ? _cloudPrefab : GameObject.CreatePrimitive(PrimitiveType.Sphere);
var go = Instantiate(prefab, pos, Quaternion.identity);
go.name = cloud.Id;
float r = cloud.Dispersion.Radius;
go.transform.localScale = UVector3.one * r;
go.transform.localScale = UVector3.one * cloud.Radius;
var mat = go.GetComponent<Renderer>().material;
mat.color = new Color(1, 0, 0, 0.3f);
_clouds[cloud.Id] = go;

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@ -162,7 +162,7 @@ namespace CounterDrone.Core.Tests
// 场景 63 架空基编队
// ═══════════════════════════════════════════════
[Fact(Skip = "空基多目标时序需单独调参")]
[Fact]
public void Scenario_3DronesAirBased_AllDestroyed()
{
var eng = RunPreset("3架空基编队");
@ -180,7 +180,7 @@ namespace CounterDrone.Core.Tests
// 验证有探测设备时planner 基于探测边界算到达时间,发射时机比无探测时晚
// ═══════════════════════════════════════════════
[Fact(Skip = "慢速集成测试两次20km仿真~7200帧×2。按需运行: dotnet test --filter Scenario_DetectionDriven")]
[Fact]
public void Scenario_DetectionDriven_PlanningDelayedByDetectionBoundary()
{
// 场景A无探测设备上帝视角从航路起点算