- 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
231 lines
8.5 KiB
Markdown
231 lines
8.5 KiB
Markdown
# 后端对接文档(Unity 前端)
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> **版本**:V1.4
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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(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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## 三、核心流程(使用预设想定)
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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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### 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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```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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```
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### SimulationRunner
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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.Stop();
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```
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### ReportManager
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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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```
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### ReplayController
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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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```
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### 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 (0~N) |
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| `PlatformStateStr` | string | 平台状态 (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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### 实体属性(直接访问)
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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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| **DetectionEntity** | Id, PosX/Y/Z, Source, IsInRange(), IsDetected() |
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---
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## 五、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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| 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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---
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## 六、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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# 覆盖 Assets/Plugins/CounterDrone.Core/ 下所有 DLL
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```
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---
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## 七、参考
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| 文档 | 位置 |
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|------|------|
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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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| 任务跟踪 | `docs/implementation/tasks/实施计划与任务跟踪.md` |
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| 测试报告 | `test/reports/`(每次集成测试自动生成) |
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| 测试状态 | **243 测试,9 秒(全部通过)** |
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