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

158 lines
7.0 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 Unity.Mathematics;
using Unity.Transforms;
using UnityEngine;
[Opsive.Shared.Utility.Description("Uses DOTS to rotate around the center. This task will always return a status of running.")]
[Shared.Utility.Category("Behavior Designer Samples/DOTS")]
public class RotateTowardsEntity : ECSActionTask<RotateTowardsEntityTaskSystem, RotateTowardsEntityComponent, RotateTowardsEntityFlag>
{
[Tooltip("The angular speed of the agent.")]
[SerializeField] float m_AngularSpeed;
[Tooltip("The entity that should be targeted.")]
[SerializeField] [RequireShared] SharedVariable<Entity> m_TargetEntity;
private ECSSharedVariableIndex<Entity> m_TargetEntityIndex;
/// <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 RotateTowardsEntityComponent GetBufferElement()
{
return new RotateTowardsEntityComponent()
{
Index = RuntimeIndex,
AngularSpeed = m_AngularSpeed,
TargetEntityVariableIndex = m_TargetEntityIndex.Index,
};
}
/// <summary>
/// Resets the task to its default values.
/// </summary>
public override void Reset()
{
m_AngularSpeed = 2;
}
}
/// <summary>
/// The DOTS data structure for the RotateTowardsEntity struct.
/// </summary>
public struct RotateTowardsEntityComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
public ushort Index;
[Tooltip("The angular speed of the agent.")]
public float AngularSpeed;
[Tooltip("Buffer index into SharedVariableElement for the target entity.")]
public int TargetEntityVariableIndex;
}
/// <summary>
/// A DOTS flag indicating when a RotateTowardsEntity node is active.
/// </summary>
public struct RotateTowardsEntityFlag : IComponentData, IEnableableComponent { }
/// <summary>
/// Runs the RotateTowardsEntity logic.
/// </summary>
[DisableAutoCreation]
public partial struct RotateTowardsEntityTaskSystem : ISystem
{
/// <summary>
/// Updates the logic.
/// </summary>
/// <param name="state">The current state of the system.</param>
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
var deltaTime = SystemAPI.Time.DeltaTime;
var localTransformLookup = SystemAPI.GetComponentLookup<LocalTransform>(true);
foreach (var (branchComponents, localTransform, taskComponents, rotateTorwardsTargetComponents, sharedVariables) in
SystemAPI.Query<DynamicBuffer<BranchComponent>, RefRW<LocalTransform>, DynamicBuffer<TaskComponent>, DynamicBuffer<RotateTowardsEntityComponent>, DynamicBuffer<SharedVariableElement>>().WithAll<RotateTowardsEntityFlag, EvaluateFlag>()) {
for (int i = 0; i < rotateTorwardsTargetComponents.Length; ++i) {
var rotateTowardsEntityComponent = rotateTorwardsTargetComponents[i];
var taskComponent = taskComponents[rotateTowardsEntityComponent.Index];
var branchComponent = branchComponents[taskComponent.BranchIndex];
if (!branchComponent.CanExecute) {
continue;
}
if (taskComponent.Status == TaskStatus.Queued) {
taskComponent.Status = TaskStatus.Running;
var taskComponentBuffer = taskComponents;
taskComponentBuffer[rotateTowardsEntityComponent.Index] = taskComponent;
}
if (taskComponent.Status != TaskStatus.Running) {
continue;
}
var targetEntity = sharedVariables.Get<Entity>(rotateTowardsEntityComponent.TargetEntityVariableIndex);
if (targetEntity != Entity.Null && localTransformLookup.HasComponent(targetEntity)) {
var targetTransform = localTransformLookup[targetEntity];
var target = quaternion.EulerXYZ(0, -GetAngle(targetTransform.Position), 0);
localTransform.ValueRW.Rotation = RotateTowards(localTransform.ValueRO.Rotation, target, rotateTowardsEntityComponent.AngularSpeed * deltaTime);
}
}
}
}
/// <summary>
/// Returns the angle between the target point and the center.
/// </summary>
/// <param name="target">The target point.</param>
/// <returns>The angle between the target point and the center. This will be in the range of 0 - 2PI (radians).</returns>
[BurstCompile]
private float GetAngle(float3 target)
{
var n = 180 - (math.atan2(-target.x, -target.z)) * 180 / math.PI;
return (n % 360) * math.TORADIANS;
}
/// <summary>
/// Rotates the specified target.
/// </summary>
/// <param name="from">The original rotation.</param>
/// <param name="to">The target rotation.</param>
/// <param name="maxDelta">The maximum delta amount.</param>
/// <returns>The computed rotation.</returns>
private quaternion RotateTowards(quaternion from, quaternion to, float maxDelta)
{
var angle = math.angle(from, to);
if (angle <= 0) {
return to;
}
return math.slerp(from, to, math.clamp(maxDelta / angle, 0, 1));
}
}
}