Files
Cielonos/Packages/com.opsive.behaviordesigner/Samples~/Scripts/EntitiesScene/Tasks/Destroy.cs
2026-05-10 11:47:55 -04:00

103 lines
3.8 KiB
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.Tasks;
using Unity.Burst;
using Unity.Entities;
using Unity.Collections;
using Unity.Transforms;
using UnityEngine;
[Opsive.Shared.Utility.Description("Destroys the Entity.")]
[Shared.Utility.Category("Behavior Designer Samples/DOTS")]
public class Destroy : ECSActionTask<DestroyTaskSystem, DestroyComponent, DestroyFlag>
{
/// <summary>
/// Returns a new TBufferElement for use by the system.
/// </summary>
/// <returns>A new TBufferElement for use by the system.</returns>
public override DestroyComponent GetBufferElement()
{
return new DestroyComponent()
{
Index = RuntimeIndex,
};
}
}
/// <summary>
/// The DOTS data structure for the Destroy struct.
/// </summary>
public struct DestroyComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
public ushort Index;
}
/// <summary>
/// A DOTS flag indicating when a Destroy node is active.
/// </summary>
public struct DestroyFlag : IComponentData, IEnableableComponent { }
/// <summary>
/// Runs the Destroy logic.
/// </summary>
[DisableAutoCreation]
public partial struct DestroyTaskSystem : ISystem
{
private EntityQuery m_DestroyQuery;
/// <summary>
/// Creates the required objects for use within the job system.
/// </summary>
/// <param name="state">The current SystemState.</param>
[BurstCompile]
private void OnCreate(ref SystemState state)
{
m_DestroyQuery = new EntityQueryBuilder(Allocator.Temp)
.WithAllRW<TaskComponent>().WithAllRW<LocalTransform>()
.WithAll<DestroyComponent, EvaluateFlag>()
.Build(ref state);
}
/// <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, destroyComponents, taskComponents, entity) in
SystemAPI.Query<DynamicBuffer<BranchComponent>, DynamicBuffer<DestroyComponent>, DynamicBuffer<TaskComponent>>().WithAll<DestroyFlag, EvaluateFlag>().WithEntityAccess()) {
for (int i = 0; i < destroyComponents.Length; ++i) {
var destroyComponent = destroyComponents[i];
var taskComponent = taskComponents[destroyComponent.Index];
var branchComponent = branchComponents[taskComponent.BranchIndex];
if (!branchComponent.CanExecute) {
continue;
}
if (taskComponent.Status != TaskStatus.Queued) {
continue;
}
// The DestroyEntityTag will destroy the entity.
ecb.AddComponent<DestroyEntityTag>(entity);
// The task always returns success.
taskComponent.Status = TaskStatus.Success;
var taskComponentBuffer = taskComponents;
taskComponentBuffer[destroyComponent.Index] = taskComponent;
}
}
ecb.Playback(state.EntityManager);
ecb.Dispose();
}
}
}