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Cielonos/Packages/com.opsive.behaviordesigner/Samples~/Scripts/EntitiesScene/Tasks/FindTarget.cs
SoulliesOfficial 50ee502684 完善
2026-02-13 09:22:11 -05:00

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C#

/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Samples
{
using Opsive.BehaviorDesigner.Runtime.Components;
using Opsive.BehaviorDesigner.Runtime.Groups;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.GraphDesigner.Runtime;
using System;
using Unity.Burst;
using Unity.Entities;
using Unity.Transforms;
using UnityEngine;
[Opsive.Shared.Utility.Description("Uses DOTS to determine if the entity has a target.")]
[Shared.Utility.Category("Behavior Designer Samples/DOTS")]
public class FindTarget : ECSActionTask<FindTargetTaskSystem, FindTargetComponent>
{
/// <summary>
/// The type of flag that should be enabled when the task is running.
/// </summary>
public override ComponentType Flag { get => typeof(FindTargetFlag); }
/// <summary>
/// Returns a new TBufferElement for use by the system.
/// </summary>
/// <returns>A new TBufferElement for use by the system.</returns>
public override FindTargetComponent GetBufferElement()
{
return new FindTargetComponent()
{
Index = RuntimeIndex,
};
}
}
/// <summary>
/// The DOTS data structure for the FindTarget struct.
/// </summary>
public struct FindTargetComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
public ushort Index;
}
/// <summary>
/// A DOTS flag indicating when a FindTarget node is active.
/// </summary>
public struct FindTargetFlag : IComponentData, IEnableableComponent { }
/// <summary>
/// Runs the FindTarget logic.
/// </summary>
[DisableAutoCreation]
public partial struct FindTargetTaskSystem : ISystem
{
Unity.Mathematics.Random randomGenerator;
/// <summary>
/// The system has been created.
/// </summary>
/// <param name="state">The current SystemState.</param>
private void OnCreate(ref SystemState state)
{
randomGenerator = new Unity.Mathematics.Random((uint)DateTime.Now.Ticks);
}
/// <summary>
/// Updates the logic.
/// </summary>
/// <param name="state">The current state of the system.</param>
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
var ecb = new EntityCommandBuffer(state.WorldUpdateAllocator);
foreach (var (branchComponents, transform, taskComponents, findTargetComponents) in
SystemAPI.Query<DynamicBuffer<BranchComponent>, RefRW<LocalTransform>, DynamicBuffer<TaskComponent>, DynamicBuffer<FindTargetComponent>>().WithAll<FindTargetFlag, EvaluateFlag>()) {
for (int i = 0; i < findTargetComponents.Length; ++i) {
var fndTargetComponent = findTargetComponents[i];
var taskComponent = taskComponents[fndTargetComponent.Index];
var branchComponent = branchComponents[taskComponent.BranchIndex];
if (!branchComponent.CanExecute) {
continue;
}
if (taskComponent.Status != TaskStatus.Queued) {
continue;
}
var index = -1;
var count = 0;
var entities = state.EntityManager.GetAllEntities(Unity.Collections.Allocator.Temp);
var foundAgent = false;
if (entities.Length > 0) {
do {
index = randomGenerator.NextInt(entities.Length);
count++;
} while (count < entities.Length * 2 && !(foundAgent = state.EntityManager.HasComponent<AgentTag>(entities[index])));
}
// A new target has been found. Add the TargetEntityTag.
if (foundAgent) {
ecb.AddComponent<TargetEntityTag>(entities[index]);
}
entities.Dispose();
// The task is complete, return to the parent.
taskComponent.Status = foundAgent ? TaskStatus.Success : TaskStatus.Failure;
var taskComponentBuffer = taskComponents;
taskComponentBuffer[fndTargetComponent.Index] = taskComponent;
}
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
}