353 lines
8.2 KiB
Markdown
353 lines
8.2 KiB
Markdown
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# 军团与营地系统优化建议
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## 1. 军团系统优化
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### 1.1 当前实现分析
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```csharp
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// LegionManager.cs 中的实现
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public class LegionManager
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{
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public LegionManager.Data data;
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private Dictionary<string, List<Mercenary>> _mercenaryMap;
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private void _OnInit()
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{
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_mercenaryMap = new Dictionary<string, List<Mercenary>>();
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// 初始化军团数据
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}
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}
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// LegionManager.Data.cs
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public partial class LegionManager
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{
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public class Data
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{
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public int level;
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public int exp;
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public List<MemberInfo> members;
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// 其他数据...
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}
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}
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```
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### 1.2 优化建议
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1. 实现军团数据缓存系统:
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```csharp
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public class LegionCacheSystem
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{
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private Dictionary<string, LegionData> _legionCache = new();
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private LRUCache<string, MemberData> _memberCache;
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public async UniTask<LegionData> GetLegionData(string legionId)
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{
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if (_legionCache.TryGetValue(legionId, out var cachedData))
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{
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return cachedData;
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}
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var data = await LoadLegionData(legionId);
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_legionCache[legionId] = data;
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return data;
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}
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public void UpdateMemberCache(string memberId, MemberData data)
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{
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_memberCache.Set(memberId, data);
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}
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}
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```
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2. 优化军团战斗系统:
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```csharp
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public class LegionBattleSystem
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{
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private Dictionary<string, LegionBattleState> _battleStates = new();
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private Queue<LegionBattleRequest> _battleQueue = new();
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public async UniTask<LegionBattleResult> ProcessBattle(LegionBattleRequest request)
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{
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// 战斗请求排队
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_battleQueue.Enqueue(request);
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// 使用协程处理战斗
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return await ProcessBattleQueue();
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}
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private async UniTask<LegionBattleResult> ProcessBattleQueue()
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{
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while (_battleQueue.Count > 0)
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{
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var request = _battleQueue.Dequeue();
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var result = await ExecuteBattle(request);
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await SyncBattleResult(result);
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}
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}
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}
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```
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## 2. 营地系统优化
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### 2.1 当前问题
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- 建筑放置性能
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- 资源计算频繁
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- 数据同步效率
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### 2.2 优化建议
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1. 实现网格管理系统:
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```csharp
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public class GridManager
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{
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private CampCell[,] _grid;
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private Dictionary<int, Building> _buildings = new();
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private SpatialHashGrid _spatialHash;
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public bool TryPlaceBuilding(Building building, Vector2Int position)
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{
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if (!IsValidPlacement(building, position))
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return false;
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// 使用空间哈希快速检查碰撞
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if (_spatialHash.HasCollision(position, building.size))
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return false;
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PlaceBuilding(building, position);
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_spatialHash.UpdateBuilding(building);
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return true;
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}
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private bool IsValidPlacement(Building building, Vector2Int position)
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{
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// 使用位运算优化格子检查
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return (GetCellFlags(position) & building.placementFlags) == 0;
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}
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}
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```
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2. 资源系统优化:
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```csharp
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public class ResourceSystem
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{
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private Dictionary<ResourceType, float> _baseProduction = new();
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private Dictionary<ResourceType, List<ProductionModifier>> _modifiers = new();
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// 缓存计算结果
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private Dictionary<ResourceType, ResourceCalculation> _cachedCalculations = new();
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private float _lastCalculationTime;
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public float GetResourceProduction(ResourceType type)
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{
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var now = Time.time;
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if (now - _lastCalculationTime > updateInterval)
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{
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UpdateCalculations();
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}
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return _cachedCalculations[type].totalProduction;
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}
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private void UpdateCalculations()
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{
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foreach (var type in _baseProduction.Keys)
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{
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var calc = new ResourceCalculation();
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calc.baseValue = _baseProduction[type];
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// 应用修饰符
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foreach (var modifier in _modifiers[type])
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{
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modifier.Apply(ref calc);
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}
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_cachedCalculations[type] = calc;
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}
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_lastCalculationTime = Time.time;
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}
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}
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```
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## 3. 数据同步优化
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### 3.1 增量同步系统:
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```csharp
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public class IncrementalSyncSystem
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{
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private Dictionary<string, object> _lastSyncState = new();
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private Queue<SyncOperation> _pendingOperations = new();
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public void RecordChange(string key, object newValue)
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{
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if (!_lastSyncState.ContainsKey(key) || !_lastSyncState[key].Equals(newValue))
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{
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_pendingOperations.Enqueue(new SyncOperation
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{
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key = key,
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value = newValue,
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timestamp = DateTime.UtcNow
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});
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}
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}
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public async UniTask SyncWithServer()
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{
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while (_pendingOperations.Count > 0)
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{
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var operation = _pendingOperations.Dequeue();
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await SendToServer(operation);
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_lastSyncState[operation.key] = operation.value;
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}
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}
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}
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```
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### 3.2 批量更新系统:
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```csharp
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public class BatchUpdateSystem
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{
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private List<UpdateOperation> _pendingUpdates = new();
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private float _batchTimeWindow = 0.1f; // 100ms
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private float _lastBatchTime;
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public void QueueUpdate(UpdateOperation operation)
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{
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_pendingUpdates.Add(operation);
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if (Time.time - _lastBatchTime >= _batchTimeWindow)
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{
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ProcessBatch();
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}
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}
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private void ProcessBatch()
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{
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// 合并相同类型的更新
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var mergedUpdates = MergeUpdates(_pendingUpdates);
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// 执行批量更新
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foreach (var update in mergedUpdates)
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{
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ExecuteUpdate(update);
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}
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_pendingUpdates.Clear();
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_lastBatchTime = Time.time;
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}
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}
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```
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## 4. 性能优化建议
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### 4.1 内存优化
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1. 对象池化:
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```csharp
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public class CampObjectPool
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{
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private Dictionary<Type, Queue<ICampObject>> _pools = new();
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public T Get<T>() where T : ICampObject, new()
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{
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var type = typeof(T);
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if (!_pools.ContainsKey(type))
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{
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_pools[type] = new Queue<ICampObject>();
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}
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var pool = _pools[type];
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if (pool.Count > 0)
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{
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return (T)pool.Dequeue();
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}
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return new T();
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}
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public void Return(ICampObject obj)
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{
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var type = obj.GetType();
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if (!_pools.ContainsKey(type))
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{
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_pools[type] = new Queue<ICampObject>();
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}
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obj.Reset();
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_pools[type].Enqueue(obj);
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}
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}
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```
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### 4.2 计算优化
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1. 区域效果计算:
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```csharp
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public class AreaEffectSystem
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{
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private Dictionary<Vector2Int, List<AreaEffect>> _effectGrid = new();
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private SpatialHashGrid _spatialHash;
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public void UpdateAreaEffects()
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{
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// 使用Job System并行计算效果
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var job = new CalculateAreaEffectJob
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{
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effects = _effectGrid.ToNativeArray(),
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results = new NativeArray<float>(totalCells)
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};
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// 调度Job
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var handle = job.Schedule(_effectGrid.Count, 64);
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handle.Complete();
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// 更新结果
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ApplyEffectResults(job.results);
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}
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}
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```
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## 5. 建议改进方向
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### 5.1 军团系统
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1. 数据管理
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- 实现分层缓存
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- 优化数据同步
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- 增加数据压缩
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2. 功能优化
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- 军团战配对系统
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- 军团任务系统
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- 军团商店系统
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3. 性能优化
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- 减少数据同步频率
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- 优化军团战战斗计算
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- 实现军团数据预加载
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### 5.2 营地系统
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1. 建筑系统
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- 优化建筑放置算法
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- 改进网格管理
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- 增加建筑互动功能
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2. 资源系统
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- 优化资源计算
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- 实现资源预测
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- 添加资源事件系统
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3. 性能优化
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- 实现区域效果缓存
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- 优化寻路系统
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- 改进资源计算方式
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## 6. 注意事项
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1. 数据一致性
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- 确保军团数据同步
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- 处理网络延迟问题
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- 实现数据冲突解决
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2. 用户体验
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- 优化操作响应速度
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- 提供实时反馈
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- 减少加载等待时间
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3. 扩展性
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- 保持系统模块化
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- 支持新功能快速接入
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- 维护良好的版本兼容性
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