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

158 lines
6.8 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 Opsive.GraphDesigner.Runtime.Variables;
using Opsive.GraphDesigner.Runtime.Variables.ECS;
using Unity.Burst;
using Unity.Entities;
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 HasTarget : ECSConditionalTask<HasTargetTaskSystem, HasTargetComponent, HasTargetFlag>, IReevaluateResponder
{
[Tooltip("The entity that should be targeted.")]
[SerializeField] [RequireShared] SharedVariable<Entity> m_TargetEntity;
private ECSSharedVariableIndex<Entity> m_TargetEntityIndex;
public ComponentType ReevaluateFlag { get => typeof(HasTargetReevaluateFlag); }
public System.Type ReevaluateSystemType { get => typeof(HasTargetReevaluateTaskSystem); }
/// <summary>
/// Registers the target SharedVariable and adds the buffer element to the entity.
/// </summary>
/// <param name="world">The world that the entity exists in.</param>
/// <param name="entity">The entity that the IBufferElementData should be assigned to.</param>
/// <param name="registry">The ECS variable registry for registering SharedVariable fields.</param>
/// <param name="gameObject">The GameObject that the entity is attached to.</param>
/// <returns>The index of the element within the buffer.</returns>
public override int AddBufferElement(World world, Entity entity, ECSVariableRegistry registry, GameObject gameObject)
{
m_TargetEntityIndex = new ECSSharedVariableIndex<Entity>(registry.Register(m_TargetEntity));
return base.AddBufferElement(world, entity, registry, gameObject);
}
/// <summary>
/// Returns a new TBufferElement for use by the system.
/// </summary>
/// <returns>A new TBufferElement for use by the system.</returns>
public override HasTargetComponent GetBufferElement()
{
return new HasTargetComponent()
{
Index = RuntimeIndex,
TargetEntityVariableIndex = m_TargetEntityIndex.Index,
};
}
}
/// <summary>
/// The DOTS data structure for the HasTarget struct.
/// </summary>
public struct HasTargetComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
public ushort Index;
[Tooltip("Buffer index into SharedVariableElement for the target entity.")]
public int TargetEntityVariableIndex;
}
/// <summary>
/// A DOTS flag indicating when a HasTarget node is active.
/// </summary>
public struct HasTargetFlag : IComponentData, IEnableableComponent { }
/// <summary>
/// Runs the HasTarget logic.
/// </summary>
[DisableAutoCreation]
public partial struct HasTargetTaskSystem : ISystem
{
/// <summary>
/// Updates the logic.
/// </summary>
/// <param name="state">The current state of the system.</param>
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
foreach (var (branchComponents, taskComponents, hasTargetComponents, sharedVariables) in
SystemAPI.Query<DynamicBuffer<BranchComponent>, DynamicBuffer<TaskComponent>, DynamicBuffer<HasTargetComponent>, DynamicBuffer<SharedVariableElement>>().WithAll<HasTargetFlag, EvaluateFlag>()) {
for (int i = 0; i < hasTargetComponents.Length; ++i) {
var hasTargetComponent = hasTargetComponents[i];
var taskComponent = taskComponents[hasTargetComponent.Index];
var branchComponent = branchComponents[taskComponent.BranchIndex];
if (!branchComponent.CanExecute) {
continue;
}
if (taskComponent.Status != TaskStatus.Queued) {
continue;
}
var targetEntity = sharedVariables.Get<Entity>(hasTargetComponent.TargetEntityVariableIndex);
var hasTarget = targetEntity != Entity.Null && state.EntityManager.Exists(targetEntity);
taskComponent.Status = hasTarget ? TaskStatus.Success : TaskStatus.Failure;
var taskComponentBuffer = taskComponents;
taskComponentBuffer[hasTargetComponent.Index] = taskComponent;
}
}
}
}
/// <summary>
/// A DOTS tag indicating when an HasTarget node needs to be reevaluated.
/// </summary>
public struct HasTargetReevaluateFlag : IComponentData, IEnableableComponent
{
}
/// <summary>
/// Runs the HasTarget reevaluation logic.
/// </summary>
[DisableAutoCreation]
public partial struct HasTargetReevaluateTaskSystem : ISystem
{
/// <summary>
/// Updates the reevaluation logic.
/// </summary>
/// <param name="state">The current state of the system.</param>
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
foreach (var (branchComponents, taskComponents, hasTargetComponents, sharedVariables) in
SystemAPI.Query<DynamicBuffer<BranchComponent>, DynamicBuffer<TaskComponent>, DynamicBuffer<HasTargetComponent>, DynamicBuffer<SharedVariableElement>>().WithAll<HasTargetReevaluateFlag, EvaluateFlag>()) {
for (int i = 0; i < hasTargetComponents.Length; ++i) {
var hasTargetComponent = hasTargetComponents[i];
var taskComponent = taskComponents[hasTargetComponent.Index];
var branchComponent = branchComponents[taskComponent.BranchIndex];
if (!branchComponent.CanExecute) {
continue;
}
if (!taskComponent.Reevaluate) {
continue;
}
var targetEntity = sharedVariables.Get<Entity>(hasTargetComponent.TargetEntityVariableIndex);
var hasTarget = targetEntity != Entity.Null && state.EntityManager.Exists(targetEntity);
var status = hasTarget ? TaskStatus.Success : TaskStatus.Failure;
if (status != taskComponent.Status) {
taskComponent.Status = status;
var buffer = taskComponents;
buffer[taskComponent.Index] = taskComponent;
}
}
}
}
}
}