256 lines
8.2 KiB
Markdown
256 lines
8.2 KiB
Markdown
# 后端对接文档(Unity 前端)
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> **版本**:V1.5
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> **日期**:2026-06-17
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> **Unity 版本**:2022.3.62f3c1
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---
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## 一、交付物
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从仓库取以下内容,拖入 Unity 项目:
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```
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src/Unity/Assets/Plugins/ ← DLL(Core + sqlite + JSON)
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src/Unity/Assets/Scripts/Managers/ ← 桥接脚本
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将以下文件放到 Unity 项目 Assets/StreamingAssets/ 目录下:
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data/defaults.json ← 默认数据(首次运行自动复制到 persistentDataPath)
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data/planner_config.json ← 规划器配置(同上)
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```
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---
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## 二、快速开始
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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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> `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、完整工作流(5 步)
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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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### 3.1 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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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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### 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.LoadAndStart(taskId);
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runner.Engine.TimeScale = 4f;
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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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### 3.4 步骤 4:生成报告
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```csharp
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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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### 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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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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---
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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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| `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 |
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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 | 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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---
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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, 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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## 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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| `TargetPreset` | `DroneSpec` | `DroneSpec` |
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| `DetectionPreset` | `SensorSpec` | `SensorSpec` |
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| `WeatherPreset` | `EnvironmentSpec` | `EnvironmentSpec` |
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| `FireUnitTemplate` | `FireUnitSpec` | `FireUnitSpec` |
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| `RoutePreset` | `RouteTemplate` | `RouteTemplate` |
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| `FormationTemplate` | 不变 | `FormationTemplate` |
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| `AmmunitionSpec` | 不变 | `AmmunitionSpec` |
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---
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## 八、默认数据
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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 | 示例 ID |
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|------|------|
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| 弹药 | `inert` / `active` / `fuel` |
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| 编队 | `single` / `line-3` / `swarm-10` |
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| 航线 | `5km-h500` / `10km-h500` / `20km-h500` |
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| 火力单元 | `ground-light` / `air-standard` |
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| 无人机 | `shahed` / `quadcopter` / `cruise-missile` |
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| 传感器 | `radar-mr` / `eo-station` |
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| 环境 | `sunny-calm` / `fog` / `night` |
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---
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## 九、更新后端
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```bash
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cd src/CounterDrone.Core
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dotnet publish -c Release -o ../../unity_plugins
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```
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---
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## 十、参考
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| 文档 | 位置 |
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| 架构设计 | `docs/design/architecture/总体架构设计.md` |
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| 实体事件映射 | `docs/design/technical/仿真器实体与事件映射.md` |
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| 测试状态 | **243 测试,11 秒(全部通过)** |
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