157 lines
6.0 KiB
C#
157 lines
6.0 KiB
C#
/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Samples
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{
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using Opsive.BehaviorDesigner.Runtime.Components;
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.GraphDesigner.Runtime;
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using Unity.Burst;
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using Unity.Entities;
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using Unity.Collections;
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using Unity.Mathematics;
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using Unity.Transforms;
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using UnityEngine;
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[Opsive.Shared.Utility.Description("Uses DOTS to move towards the center point, returns success when the agent is less than the arrive distance.")]
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[Shared.Utility.Category("Behavior Designer Samples/DOTS")]
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public class Charge : ECSActionTask<ChargeTaskSystem, ChargeComponent>
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{
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[Tooltip("The speed of the agent.")]
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[SerializeField] float m_Speed;
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[Tooltip("The distance away from the target when the agent has arrived at the target.")]
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[SerializeField] float m_ArriveDistance;
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/// <summary>
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/// The type of flag that should be enabled when the task is running.
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/// </summary>
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public override ComponentType Flag { get => typeof(ChargeFlag); }
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/// <summary>
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/// Resets the task to its default values.
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/// </summary>
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public override void Reset() { m_Speed = 10; m_ArriveDistance = 0.1f; }
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/// <summary>
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/// Returns a new TBufferElement for use by the system.
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/// </summary>
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/// <returns>A new TBufferElement for use by the system.</returns>
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public override ChargeComponent GetBufferElement()
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{
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return new ChargeComponent()
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{
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Index = RuntimeIndex,
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Speed = m_Speed,
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ArriveDistance = m_ArriveDistance,
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};
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}
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}
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/// <summary>
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/// The DOTS data structure for the Charge struct.
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/// </summary>
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public struct ChargeComponent : IBufferElementData
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{
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[Tooltip("The index of the node.")]
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public ushort Index;
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[Tooltip("The speed of the agent.")]
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public float Speed;
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[Tooltip("The distance away from the target when the agent has arrived at the target.")]
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public float ArriveDistance;
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}
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/// <summary>
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/// A DOTS flag indicating when a Charge node is active.
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/// </summary>
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public struct ChargeFlag : IComponentData, IEnableableComponent { }
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/// <summary>
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/// Runs the Charge logic.
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/// </summary>
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[DisableAutoCreation]
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public partial struct ChargeTaskSystem : ISystem
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{
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private EntityQuery m_ChargeQuery;
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/// <summary>
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/// Creates the required objects for use within the job system.
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/// </summary>
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/// <param name="state">The current SystemState.</param>
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[BurstCompile]
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private void OnCreate(ref SystemState state)
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{
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m_ChargeQuery = new EntityQueryBuilder(Allocator.Temp)
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.WithAllRW<BranchComponent>().WithAllRW<TaskComponent>().WithAllRW<LocalTransform>()
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.WithAll<ChargeComponent, EvaluateFlag>()
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.Build(ref state);
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}
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/// <summary>
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/// Creates the job.
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/// </summary>
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/// <param name="state">The current state of the system.</param>
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[BurstCompile]
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private void OnUpdate(ref SystemState state)
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{
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var deltaTime = SystemAPI.Time.DeltaTime;
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state.Dependency = new ChargeJob()
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{
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DeltaTime = SystemAPI.Time.DeltaTime,
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}.ScheduleParallel(m_ChargeQuery, state.Dependency);
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}
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/// <summary>
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/// Charges towards the center.
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/// </summary>
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[BurstCompile]
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private partial struct ChargeJob : IJobEntity
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{
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[Tooltip("The current frame's DeltaTime.")]
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public float DeltaTime;
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/// <summary>
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/// Updates the logic.
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/// </summary>
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/// <param name="branchComponents">An array of BranchComponents.</param>
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/// <param name="taskComponents">An array of TaskComponents.</param>
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/// <param name="chargeComponents">An array of ChargeComponents.</param>
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/// <param name="transform">The entity's transform.</param>
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[BurstCompile]
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public void Execute(ref DynamicBuffer<BranchComponent> branchComponents, ref DynamicBuffer<TaskComponent> taskComponents, ref DynamicBuffer<ChargeComponent> chargeComponents, ref LocalTransform transform)
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{
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for (int i = 0; i < chargeComponents.Length; ++i) {
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var chargeComponent = chargeComponents[i];
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var taskComponent = taskComponents[chargeComponent.Index];
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var branchComponent = branchComponents[taskComponent.BranchIndex];
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if (!branchComponent.CanExecute) {
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continue;
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}
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if (taskComponent.Status == TaskStatus.Queued) {
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taskComponent.Status = TaskStatus.Running;
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taskComponents[chargeComponent.Index] = taskComponent;
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}
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if (taskComponent.Status != TaskStatus.Running) {
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continue;
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}
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// The task should return success as soon as the agent has arrived.
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var direction = -transform.Position;
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if (math.length(direction) < chargeComponent.ArriveDistance) {
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taskComponent.Status = TaskStatus.Success;
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taskComponents[chargeComponent.Index] = taskComponent;
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continue;
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}
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// The entity hasn't arrived yet - keep moving to the center.
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transform.Position += (direction * chargeComponent.Speed * DeltaTime);
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}
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}
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}
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}
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} |