102 lines
3.9 KiB
C#
102 lines
3.9 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.Entities;
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using Unity.Transforms;
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using UnityEngine;
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using System;
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[Tooltip("Fires any entity that has the HealthComponent.")]
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[Shared.Utility.Category("Behavior Designer Samples/DOTS")]
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public class Fire : ECSActionTask<FireTaskSystem, FireComponent>
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{
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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(FireFlag); }
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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 FireComponent GetBufferElement()
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{
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return new FireComponent()
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{
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Index = RuntimeIndex,
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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 Fire struct.
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/// </summary>
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public struct FireComponent : 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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}
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/// <summary>
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/// A DOTS flag indicating when a Fire node is active.
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/// </summary>
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public struct FireFlag : IComponentData, IEnableableComponent { }
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/// <summary>
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/// Runs the Fire logic.
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/// </summary>
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[DisableAutoCreation]
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public partial struct FireTaskSystem : ISystem
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{
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/// <summary>
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/// Updates the logic.
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/// </summary>
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/// <param name="state">The current SystemState.</param>
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private void OnUpdate(ref SystemState state)
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{
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var ecb = new EntityCommandBuffer(state.WorldUpdateAllocator);
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foreach (var (branchComponents, taskComponents, fireComponents, entity) in
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SystemAPI.Query<DynamicBuffer<BranchComponent>, DynamicBuffer<TaskComponent>, DynamicBuffer<FireComponent>>().WithAll<FireFlag, EvaluateFlag>().WithEntityAccess()) {
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for (int i = 0; i < fireComponents.Length; ++i) {
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var fireComponent = fireComponents[i];
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var taskComponent = taskComponents[fireComponent.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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continue;
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}
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// Find the target. There will only be one entity with the TargetEntityTag.
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foreach (var (target, localTransform, targetEntity) in SystemAPI.Query<RefRO<TargetEntityTag>, RefRO<LocalTransform>>().WithEntityAccess()) {
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ecb.AddComponent<DestroyEntityTag>(targetEntity);
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break;
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}
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// The task will always return immediately.
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taskComponent.Status = TaskStatus.Success;
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var taskComponentBuffer = taskComponents;
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taskComponentBuffer[fireComponent.Index] = taskComponent;
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// The turret has fired - apply a recoil.
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foreach (var (target, turretEntity) in SystemAPI.Query<RefRO<TurretRecoil>>().WithOptions(EntityQueryOptions.IgnoreComponentEnabledState).WithEntityAccess()) {
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ecb.SetComponentEnabled<TurretRecoil>(turretEntity, true);
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break;
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}
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}
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}
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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}
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}
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} |