重做杂兵

This commit is contained in:
SoulliesOfficial
2026-05-11 15:22:30 -04:00
parent 59264706c3
commit 2e00676794
49 changed files with 139495 additions and 70824 deletions

View File

@@ -20,7 +20,7 @@ namespace Cielonos.MainGame.Characters.AI
[Tooltip("Agent 正在追踪的目标对象。")]
[SerializeField] protected SharedVariable<GameObject> m_Target;
[Tooltip("指定提前预测目标的距离的程度。")]
[SerializeField] protected SharedVariable<float> m_DistancePrediction = 20;
[SerializeField] protected SharedVariable<float> m_DistancePrediction = 10;
[Tooltip("预测提前距离的乘数。")]
[SerializeField] protected SharedVariable<float> m_DistancePredictionMultiplier = 1;
#endregion
@@ -163,8 +163,8 @@ namespace Cielonos.MainGame.Characters.AI
base.Reset();
m_StartSpeed = 10f;
m_Target = null;
m_DistancePrediction = 20;
m_DistancePredictionMultiplier = 2; // 与声明一致
m_DistancePrediction = 10;
m_DistancePredictionMultiplier = 1;
m_SlowDownDistance = 6f;
m_MinSpeed = 0.5f;
m_SpeedCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);

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@@ -1,4 +1,5 @@
using Opsive.BehaviorDesigner.AddOns.MovementPack.Runtime.Tasks;
using Opsive.BehaviorDesigner.AddOns.Shared.Runtime.Pathfinding;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Utility;
using Opsive.GraphDesigner.Runtime;
@@ -6,6 +7,7 @@ using Opsive.GraphDesigner.Runtime.Variables;
using Opsive.Shared.Utility;
using Unity.Entities;
using UnityEngine;
using UnityEngine.AI;
namespace Cielonos.MainGame.Characters.AI
{
@@ -14,8 +16,11 @@ namespace Cielonos.MainGame.Characters.AI
[Category("Cielonos/Movement")]
public class WanderInRange : MovementBase
{
[Tooltip("初始移动速度。")]
[SerializeField] protected SharedVariable<float> m_StartSpeed = 10f;
[Tooltip("以初始出生点为圆心的游走半径(单位:米)。")]
[SerializeField] protected SharedVariable<float> m_WanderRadius = 8f;
[SerializeField] protected SharedVariable<float> m_WanderRadius = 10f;
[Tooltip("到达目标点后等待的时间范围。Min 与 Max 均为 0 时不等待,直接返回 Success。")]
[SerializeField] protected SharedVariable<RangeFloat> m_WaitAtDestinationDuration = new RangeFloat(0f, 0f);
@@ -33,6 +38,8 @@ namespace Cielonos.MainGame.Characters.AI
// 记录行为树初始化时的出生点位置
private Vector3 m_SpawnPosition;
private NavMeshAgentPathfinder _navPathfinder;
private NavMeshAgent _agent;
// 到达后等待状态
private float m_WaitDuration = -1f;
@@ -47,6 +54,13 @@ namespace Cielonos.MainGame.Characters.AI
public override void OnAwake()
{
base.OnAwake();
_navPathfinder = m_Pathfinder as NavMeshAgentPathfinder;
if (_navPathfinder == null)
{
Debug.LogError("[PrecisePursue] Requires NavMeshAgentPathfinder.");
return;
}
_agent = _navPathfinder.m_NavMeshAgent;
m_SpawnPosition = transform.position;
}
@@ -75,6 +89,8 @@ namespace Cielonos.MainGame.Characters.AI
return TaskStatus.Failure;
}
_agent.speed = m_StartSpeed.Value;
// 到达判定HasArrived() 或剩余距离小于阈值
if (HasArrived() || RemainingDistance < m_ArrivalDistance.Value)
{
@@ -94,9 +110,9 @@ namespace Cielonos.MainGame.Characters.AI
// 等待中:检查是否已等待足够时间
if (Time.time >= m_DestinationReachedTime + m_WaitDuration)
{
return TaskStatus.Success;
return TaskStatus.Running;
}
}
return TaskStatus.Running;

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@@ -0,0 +1,267 @@
#if GRAPH_DESIGNER
using Opsive.BehaviorDesigner.Runtime.Components;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Utility;
using Opsive.GraphDesigner.Runtime;
using Opsive.GraphDesigner.Runtime.Variables.ECS;
using Opsive.Shared.Utility;
using Unity.Burst;
using Unity.Entities;
using UnityEngine;
namespace Cielonos.MainGame.Characters.AI
{
[Description("可配置成功/失败策略的高级并行节点。\n" +
"OneSuccess任一子节点 Success 即整体成功并中止其余分支。\n" +
"AllFailure单个失败不中止其余分支全部失败才整体失败。")]
[NodeIcon("f612c025389b22640b1b6df88f4502e7", "8a4a401bcfb527a48a08351efaf92e14")]
[Category("Cielonos")]
public class AdvancedParallel : ECSCompositeTask<AdvancedParallelTaskSystem, AdvancedParallelComponent, AdvancedParallelFlag>, IParentNode, IParallelNode
{
[Tooltip("OneSuccess任一子节点成功即整体成功。AllSuccess全部子节点成功才整体成功。")]
[SerializeField] private SuccessPolicy m_SuccessPolicy = SuccessPolicy.AllSuccess;
[Tooltip("OneFailure任一子节点失败即整体失败。AllFailure所有子节点失败才整体失败单个失败不中止其它分支。")]
[SerializeField] private FailurePolicy m_FailurePolicy = FailurePolicy.AllFailure;
/// <summary>
/// Adds the IBufferElementData and interrupt components to the entity.
/// </summary>
public override int AddBufferElement(World world, Entity entity, ECSVariableRegistry registry, GameObject gameObject)
{
var index = base.AddBufferElement(world, entity, registry, gameObject);
ComponentUtility.AddInterruptComponents(world.EntityManager, entity);
return index;
}
/// <summary>
/// Passes task configuration into the ECS buffer element at tree initialization.
/// </summary>
public override AdvancedParallelComponent GetBufferElement()
{
return new AdvancedParallelComponent
{
Index = RuntimeIndex,
OneSuccessPolicy = m_SuccessPolicy == SuccessPolicy.OneSuccess,
AllFailurePolicy = m_FailurePolicy == FailurePolicy.AllFailure
};
}
public override void Reset()
{
base.Reset();
m_SuccessPolicy = SuccessPolicy.OneSuccess;
m_FailurePolicy = FailurePolicy.AllFailure;
}
}
/// <summary>
/// ECS buffer element storing the runtime index and policy flags for AdvancedParallel.
/// </summary>
public struct AdvancedParallelComponent : IBufferElementData
{
[SerializeField] private ushort m_Index;
[SerializeField] private bool m_OneSuccessPolicy;
[SerializeField] private bool m_AllFailurePolicy;
public ushort Index { get => m_Index; set => m_Index = value; }
public bool OneSuccessPolicy { get => m_OneSuccessPolicy; set => m_OneSuccessPolicy = value; }
public bool AllFailurePolicy { get => m_AllFailurePolicy; set => m_AllFailurePolicy = value; }
}
/// <summary>
/// ECS tag indicating an AdvancedParallel node is currently active.
/// </summary>
public struct AdvancedParallelFlag : IComponentData, IEnableableComponent { }
/// <summary>
/// Runs the AdvancedParallel evaluation logic each frame via Burst-compiled ECS job.
/// </summary>
[DisableAutoCreation]
public partial struct AdvancedParallelTaskSystem : ISystem
{
private EntityQuery m_Query;
private void OnCreate(ref SystemState state)
{
m_Query = SystemAPI.QueryBuilder()
.WithAllRW<BranchComponent>()
.WithAllRW<TaskComponent>()
.WithAllRW<AdvancedParallelComponent>()
.WithAll<AdvancedParallelFlag, EvaluateFlag>()
.Build();
}
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
var ecb = SystemAPI.GetSingleton<EndSimulationEntityCommandBufferSystem.Singleton>()
.CreateCommandBuffer(state.WorldUnmanaged);
state.Dependency = new AdvancedParallelJob
{
EntityCommandBuffer = ecb.AsParallelWriter()
}.ScheduleParallel(m_Query, state.Dependency);
}
[BurstCompile]
private partial struct AdvancedParallelJob : IJobEntity
{
public EntityCommandBuffer.ParallelWriter EntityCommandBuffer;
[BurstCompile]
public void Execute(
Entity entity,
[EntityIndexInQuery] int entityIndex,
ref DynamicBuffer<AdvancedParallelComponent> parallelComponents,
ref DynamicBuffer<TaskComponent> taskComponents,
ref DynamicBuffer<BranchComponent> branchComponents)
{
for (int i = 0; i < parallelComponents.Length; ++i)
{
var parallelComponent = parallelComponents[i];
var taskComponent = taskComponents[parallelComponent.Index];
var taskStatus = taskComponent.Status;
if (taskStatus != TaskStatus.Queued && taskStatus != TaskStatus.Running)
continue;
var branchComponent = branchComponents[taskComponent.BranchIndex];
if (branchComponent.InterruptType != InterruptType.None || !branchComponent.CanExecute)
continue;
ushort childIndex;
TaskComponent childTaskComponent;
// ── Initialize all children on first activation ──────────────────────────
if (taskStatus == TaskStatus.Queued)
{
taskComponent.Status = TaskStatus.Running;
taskComponents[taskComponent.Index] = taskComponent;
childIndex = (ushort)(parallelComponent.Index + 1);
while (childIndex != ushort.MaxValue)
{
childTaskComponent = taskComponents[childIndex];
if (childTaskComponent.Status != TaskStatus.Queued)
{
childTaskComponent.Status = TaskStatus.Queued;
taskComponents[childIndex] = childTaskComponent;
}
var initBranch = branchComponents[childTaskComponent.BranchIndex];
if (initBranch.NextIndex != childTaskComponent.Index)
{
initBranch.NextIndex = childTaskComponent.Index;
branchComponents[childTaskComponent.BranchIndex] = initBranch;
}
childIndex = childTaskComponent.SiblingIndex;
}
}
// ── Scan children and collect status flags ───────────────────────────────
var anyRunning = false;
var anySuccess = false;
var anyFailure = false;
childIndex = (ushort)(parallelComponent.Index + 1);
while (childIndex != ushort.MaxValue)
{
childTaskComponent = taskComponents[childIndex];
if (childTaskComponent.Status == TaskStatus.Queued ||
childTaskComponent.Status == TaskStatus.Running)
{
anyRunning = true;
}
else if (childTaskComponent.Status == TaskStatus.Success)
{
anySuccess = true;
// Mark this branch as done so it doesn't keep executing.
var childBranch = branchComponents[childTaskComponent.BranchIndex];
if (childBranch.ActiveIndex != ushort.MaxValue && childBranch.NextIndex != ushort.MaxValue)
{
childBranch.NextIndex = ushort.MaxValue;
branchComponents[childTaskComponent.BranchIndex] = childBranch;
}
}
else if (childTaskComponent.Status == TaskStatus.Failure)
{
anyFailure = true;
// Stop this branch. Other branches continue when AllFailure policy is active.
var childBranch = branchComponents[childTaskComponent.BranchIndex];
if (childBranch.NextIndex != ushort.MaxValue)
{
childBranch.NextIndex = ushort.MaxValue;
branchComponents[childTaskComponent.BranchIndex] = childBranch;
}
}
childIndex = childTaskComponent.SiblingIndex;
}
// ── Apply success/failure policies ───────────────────────────────────────
bool allTerminated = !anyRunning;
// Success condition
bool shouldSucceed = parallelComponent.OneSuccessPolicy
? anySuccess // OneSuccess: any child succeeded
: allTerminated && !anyFailure; // AllSuccess: all done with no failures
// Failure condition (only evaluated when success hasn't triggered)
bool shouldFail = false;
if (!shouldSucceed)
{
shouldFail = !parallelComponent.AllFailurePolicy
? anyFailure // OneFailure: any single failure → fail immediately
: allTerminated; // AllFailure: fail only when nothing is still running
}
if (!shouldSucceed && !shouldFail)
continue;
// ── Stop all remaining running/queued children ───────────────────────────
ushort maxChildIndex = taskComponent.ChildUpperIndex > taskComponent.Index
? taskComponent.ChildUpperIndex
: (ushort)taskComponent.Index;
var interruptedFlagSet = false;
for (ushort j = (ushort)(taskComponent.Index + 1); j <= maxChildIndex; ++j)
{
childTaskComponent = taskComponents[j];
if (childTaskComponent.Status == TaskStatus.Running ||
childTaskComponent.Status == TaskStatus.Queued)
{
childTaskComponent.Status = TaskStatus.Failure;
taskComponents[j] = childTaskComponent;
if (!interruptedFlagSet)
{
EntityCommandBuffer.SetComponentEnabled<InterruptedFlag>(entityIndex, entity, true);
interruptedFlagSet = true;
}
branchComponent = branchComponents[childTaskComponent.BranchIndex];
if (branchComponent.ActiveIndex == childTaskComponent.Index &&
branchComponent.NextIndex != ushort.MaxValue)
{
branchComponent.NextIndex = ushort.MaxValue;
branchComponents[childTaskComponent.BranchIndex] = branchComponent;
}
}
}
// ── Propagate result to parent ────────────────────────────────────────────
branchComponent = branchComponents[taskComponent.BranchIndex];
if (branchComponent.NextIndex != taskComponent.ParentIndex)
{
branchComponent.NextIndex = taskComponent.ParentIndex;
branchComponents[taskComponent.BranchIndex] = branchComponent;
}
taskComponent.Status = shouldSucceed ? TaskStatus.Success : TaskStatus.Failure;
taskComponents[taskComponent.Index] = taskComponent;
}
}
}
}
}
#endif

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: bb6e5b52a5f967844acb31d6f0bb7f1e

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@@ -0,0 +1,333 @@
#if GRAPH_DESIGNER
using Opsive.BehaviorDesigner.Runtime.Components;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.BehaviorDesigner.Runtime.Utility;
using Opsive.GraphDesigner.Runtime;
using Opsive.GraphDesigner.Runtime.Variables.ECS;
using Opsive.Shared.Utility;
using Unity.Burst;
using Unity.Entities;
using UnityEngine;
using System;
namespace Cielonos.MainGame.Characters.AI
{
[Description("可配置成功/失败策略的高级顺序节点。\n" +
"按顺序逐个执行子节点,根据策略决定整体结果。\n" +
"OneSuccess任一子节点 Success 即整体成功。\n" +
"AllFailure单个失败不中止后续子节点全部失败才整体失败。")]
[NodeIcon("f612c025389b22640b1b6df88f4502e7", "8a4a401bcfb527a48a08351efaf92e14")]
[Category("Cielonos")]
public class AdvancedSequence : ECSCompositeTask<AdvancedSequenceTaskSystem, AdvancedSequenceComponent, AdvancedSequenceFlag>,
IParentNode, IConditionalAbortParent, IInterruptResponder, ISavableTask, ICloneable
{
[Tooltip("AllSuccess全部子节点成功才整体成功。OneSuccess任一子节点成功即整体成功。")]
[SerializeField] private SuccessPolicy m_SuccessPolicy = SuccessPolicy.AllSuccess;
[Tooltip("OneFailure任一子节点失败即整体失败。AllFailure所有子节点失败才整体失败单个失败不中止后续子节点。")]
[SerializeField] private FailurePolicy m_FailurePolicy = FailurePolicy.OneFailure;
[Tooltip("指定子节点条件中断的重新评估方式。")]
[SerializeField] private ConditionalAbortType m_AbortType;
private ushort m_ComponentIndex;
public ConditionalAbortType AbortType { get => m_AbortType; set => m_AbortType = value; }
public Type InterruptSystemType => typeof(AdvancedSequenceInterruptSystem);
/// <summary>
/// Returns a new buffer element for use by the ECS system.
/// </summary>
public override AdvancedSequenceComponent GetBufferElement()
{
return new AdvancedSequenceComponent
{
Index = RuntimeIndex,
ActiveChildIndex = 0,
OneSuccessPolicy = m_SuccessPolicy == SuccessPolicy.OneSuccess,
AllFailurePolicy = m_FailurePolicy == FailurePolicy.AllFailure,
AnyChildSucceeded = false,
AnyChildFailed = false
};
}
/// <summary>
/// Adds the IBufferElementData and interrupt components to the entity.
/// </summary>
public override int AddBufferElement(World world, Entity entity, ECSVariableRegistry registry, GameObject gameObject)
{
m_ComponentIndex = (ushort)base.AddBufferElement(world, entity, registry, gameObject);
ComponentUtility.AddInterruptComponents(world.EntityManager, entity);
return m_ComponentIndex;
}
/// <summary>
/// Specifies that no reflection-based save is needed.
/// </summary>
public MemberVisibility GetSaveReflectionType(int index) { return MemberVisibility.None; }
/// <summary>
/// Saves the current task state.
/// </summary>
public object Save(World world, Entity entity)
{
var components = world.EntityManager.GetBuffer<AdvancedSequenceComponent>(entity);
var comp = components[m_ComponentIndex];
return new object[] { comp.ActiveChildIndex, comp.AnyChildSucceeded, comp.AnyChildFailed };
}
/// <summary>
/// Loads the previous task state.
/// </summary>
public void Load(object saveData, World world, Entity entity)
{
var arr = (object[])saveData;
var components = world.EntityManager.GetBuffer<AdvancedSequenceComponent>(entity);
var comp = components[m_ComponentIndex];
comp.ActiveChildIndex = (ushort)arr[0];
comp.AnyChildSucceeded = (bool)arr[1];
comp.AnyChildFailed = (bool)arr[2];
components[m_ComponentIndex] = comp;
}
/// <summary>
/// Creates a deep clone of the task.
/// </summary>
public object Clone()
{
var clone = Activator.CreateInstance<AdvancedSequence>();
clone.Index = Index;
clone.ParentIndex = ParentIndex;
clone.SiblingIndex = SiblingIndex;
clone.Enabled = Enabled;
clone.AbortType = AbortType;
return clone;
}
/// <summary>
/// Resets the task fields to their default values.
/// </summary>
public override void Reset()
{
base.Reset();
m_SuccessPolicy = SuccessPolicy.AllSuccess;
m_FailurePolicy = FailurePolicy.OneFailure;
}
}
/// <summary>
/// ECS buffer element storing the runtime state and policy flags for AdvancedSequence.
/// </summary>
public struct AdvancedSequenceComponent : IBufferElementData
{
[SerializeField] private ushort m_Index;
[SerializeField] private ushort m_ActiveChildIndex;
[SerializeField] private bool m_OneSuccessPolicy;
[SerializeField] private bool m_AllFailurePolicy;
[SerializeField] private bool m_AnyChildSucceeded;
[SerializeField] private bool m_AnyChildFailed;
public ushort Index { get => m_Index; set => m_Index = value; }
public ushort ActiveChildIndex { get => m_ActiveChildIndex; set => m_ActiveChildIndex = value; }
public bool OneSuccessPolicy { get => m_OneSuccessPolicy; set => m_OneSuccessPolicy = value; }
public bool AllFailurePolicy { get => m_AllFailurePolicy; set => m_AllFailurePolicy = value; }
public bool AnyChildSucceeded { get => m_AnyChildSucceeded; set => m_AnyChildSucceeded = value; }
public bool AnyChildFailed { get => m_AnyChildFailed; set => m_AnyChildFailed = value; }
}
/// <summary>
/// ECS tag indicating an AdvancedSequence node is currently active.
/// </summary>
public struct AdvancedSequenceFlag : IComponentData, IEnableableComponent { }
/// <summary>
/// Runs the AdvancedSequence evaluation logic each frame via Burst-compiled ECS job.
/// </summary>
[DisableAutoCreation]
public partial struct AdvancedSequenceTaskSystem : ISystem
{
private EntityQuery m_Query;
private void OnCreate(ref SystemState state)
{
m_Query = SystemAPI.QueryBuilder()
.WithAllRW<BranchComponent>()
.WithAllRW<TaskComponent>()
.WithAllRW<AdvancedSequenceComponent>()
.WithAll<AdvancedSequenceFlag, EvaluateFlag>()
.Build();
}
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
state.Dependency = new AdvancedSequenceJob()
.ScheduleParallel(m_Query, state.Dependency);
}
[BurstCompile]
private partial struct AdvancedSequenceJob : IJobEntity
{
[BurstCompile]
public void Execute(
ref DynamicBuffer<BranchComponent> branchComponents,
ref DynamicBuffer<TaskComponent> taskComponents,
ref DynamicBuffer<AdvancedSequenceComponent> sequenceComponents)
{
for (int i = 0; i < sequenceComponents.Length; ++i)
{
var seqComp = sequenceComponents[i];
var taskComp = taskComponents[seqComp.Index];
var taskStatus = taskComp.Status;
if (taskStatus != TaskStatus.Queued && taskStatus != TaskStatus.Running)
continue;
var branchComp = branchComponents[taskComp.BranchIndex];
if (branchComp.InterruptType != InterruptType.None || !branchComp.CanExecute)
continue;
// ── First activation: queue the first child ─────────────────────────
if (taskStatus == TaskStatus.Queued)
{
taskComp.Status = TaskStatus.Running;
taskComponents[taskComp.Index] = taskComp;
seqComp.ActiveChildIndex = (ushort)(taskComp.Index + 1);
seqComp.AnyChildSucceeded = false;
seqComp.AnyChildFailed = false;
sequenceComponents[i] = seqComp;
branchComp.NextIndex = seqComp.ActiveChildIndex;
branchComponents[taskComp.BranchIndex] = branchComp;
var firstChild = taskComponents[branchComp.NextIndex];
if (firstChild.Status != TaskStatus.Queued)
{
firstChild.Status = TaskStatus.Queued;
taskComponents[branchComp.NextIndex] = firstChild;
}
}
// ── Check the active child's status ─────────────────────────────────
var childComp = taskComponents[seqComp.ActiveChildIndex];
if (childComp.Status == TaskStatus.Queued || childComp.Status == TaskStatus.Running)
continue; // Still running, wait.
// Treat Inactive (disabled) children as Success.
var childSucceeded = childComp.Status == TaskStatus.Success || childComp.Status == TaskStatus.Inactive;
var childFailed = childComp.Status == TaskStatus.Failure;
if (childSucceeded) seqComp.AnyChildSucceeded = true;
if (childFailed) seqComp.AnyChildFailed = true;
// ── Early termination checks ────────────────────────────────────────
// OneSuccess: any child succeeding ends the sequence with Success.
if (childSucceeded && seqComp.OneSuccessPolicy)
{
taskComp.Status = TaskStatus.Success;
taskComponents[seqComp.Index] = taskComp;
branchComp.NextIndex = taskComp.ParentIndex;
branchComponents[taskComp.BranchIndex] = branchComp;
sequenceComponents[i] = seqComp;
continue;
}
// OneFailure (default): any child failing ends the sequence with Failure.
if (childFailed && !seqComp.AllFailurePolicy)
{
taskComp.Status = TaskStatus.Failure;
taskComponents[seqComp.Index] = taskComp;
branchComp.NextIndex = taskComp.ParentIndex;
branchComponents[taskComp.BranchIndex] = branchComp;
sequenceComponents[i] = seqComp;
continue;
}
// ── Advance to next sibling or finalize ─────────────────────────────
if (childComp.SiblingIndex == ushort.MaxValue)
{
// No more children. Determine final result based on policies.
bool shouldSucceed = seqComp.OneSuccessPolicy
? seqComp.AnyChildSucceeded
: !seqComp.AnyChildFailed;
taskComp.Status = shouldSucceed ? TaskStatus.Success : TaskStatus.Failure;
seqComp.ActiveChildIndex = (ushort)(seqComp.Index + 1);
taskComponents[seqComp.Index] = taskComp;
branchComp.NextIndex = taskComp.ParentIndex;
branchComponents[taskComp.BranchIndex] = branchComp;
}
else
{
// Move to the next sibling.
var siblingComp = taskComponents[childComp.SiblingIndex];
if (siblingComp.Status != TaskStatus.Queued)
{
siblingComp.Status = TaskStatus.Queued;
taskComponents[childComp.SiblingIndex] = siblingComp;
}
seqComp.ActiveChildIndex = childComp.SiblingIndex;
branchComp.NextIndex = seqComp.ActiveChildIndex;
branchComponents[taskComp.BranchIndex] = branchComp;
}
sequenceComponents[i] = seqComp;
}
}
}
}
/// <summary>
/// Handles interrupt recovery for AdvancedSequence — ensures ActiveChildIndex
/// points to the correct running child after a conditional abort.
/// </summary>
[DisableAutoCreation]
public partial struct AdvancedSequenceInterruptSystem : ISystem
{
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
foreach (var (taskComponents, sequenceComponents) in
SystemAPI.Query<DynamicBuffer<TaskComponent>, DynamicBuffer<AdvancedSequenceComponent>>()
.WithAll<InterruptFlag>())
{
for (int i = 0; i < sequenceComponents.Length; ++i)
{
var seqComp = sequenceComponents[i];
if (seqComp.ActiveChildIndex == ushort.MaxValue ||
seqComp.ActiveChildIndex >= taskComponents.Length)
continue;
if (taskComponents[seqComp.ActiveChildIndex].Status != TaskStatus.Running)
{
var childIndex = (ushort)(seqComp.Index + 1);
while (childIndex != ushort.MaxValue &&
childIndex < taskComponents.Length &&
taskComponents[childIndex].Status != TaskStatus.Running)
{
childIndex = taskComponents[childIndex].SiblingIndex;
}
if (childIndex != ushort.MaxValue && childIndex < taskComponents.Length)
{
seqComp.ActiveChildIndex = childIndex;
}
var buffer = sequenceComponents;
buffer[i] = seqComp;
}
}
}
}
}
}
#endif

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fileFormatVersion: 2
guid: d5815aace5461ab4a8855a6dae763aa0

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@@ -0,0 +1,22 @@
using UnityEngine;
namespace Cielonos.MainGame.Characters.AI
{
public enum SuccessPolicy
{
/// <summary> 所有子节点成功才整体成功。</summary>
AllSuccess,
/// <summary> 任一子节点成功即整体成功,并中止其余分支。</summary>
OneSuccess
}
public enum FailurePolicy
{
/// <summary> 任一子节点失败即中止所有分支并整体失败。</summary>
OneFailure,
/// <summary> 单个失败不中止其余分支,所有分支均失败后才整体失败。</summary>
AllFailure
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8cd54d881a842e04b892e6ffc669b2cb

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@@ -159,7 +159,7 @@ namespace Opsive.BehaviorDesigner.AddOns.Shared.Runtime.Pathfinding
base.Reset();
m_UpdateRotation = true;
m_StoppingDistance = 0.2f;
m_StoppingDistance = 2f;
}
}
}