타임 리미터 제작, 그에 맞는 오더 서브트리 변경
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Assets/_DDD/_Addressables/AI/Customer/Subtree/CustomerDefault.asset
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Assets/_DDD/_Addressables/AI/Customer/Subtree/CustomerDefault.asset
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Assets/_DDD/_Addressables/AI/Customer/Subtree/OrderSubtree.asset
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Assets/_DDD/_Addressables/AI/Customer/Subtree/OrderSubtree.asset
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@ -3,6 +3,7 @@
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Tasks.Decorators;
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using Opsive.GraphDesigner.Runtime;
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using Opsive.GraphDesigner.Runtime.Variables;
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using Opsive.Shared.Utility;
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using Unity.Burst;
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using Unity.Entities;
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@ -140,7 +141,9 @@ public struct TimeLimiterComponent : IBufferElementData
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public TaskStatus TimeoutStatus;
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}
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public struct TimeLimiterTag : IComponentData, IEnableableComponent { }
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public struct TimeLimiterTag : IComponentData, IEnableableComponent
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{
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}
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[DisableAutoCreation]
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public partial struct TimeLimiterTaskSystem : ISystem
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@ -148,18 +151,19 @@ public partial struct TimeLimiterTaskSystem : ISystem
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[BurstCompile]
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private void OnUpdate(ref SystemState state)
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{
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var query = SystemAPI.QueryBuilder().WithAllRW<BranchComponent>().WithAllRW<TaskComponent>().WithAllRW<TimeLimiterComponent>().WithAll<TimeLimiterTag, EvaluationComponent>().Build();
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var query = SystemAPI.QueryBuilder().WithAllRW<BranchComponent>().WithAllRW<TaskComponent>()
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.WithAllRW<TimeLimiterComponent>().WithAll<TimeLimiterTag, EvaluationComponent>().Build();
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state.Dependency = new TimeLimiterJob()
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{
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CurrentTime = (float)SystemAPI.Time.ElapsedTime
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}.ScheduleParallel(query, state.Dependency);
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}
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[BurstCompile]
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private partial struct TimeLimiterJob : IJobEntity
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{
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public float CurrentTime;
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[BurstCompile]
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public void Execute(ref DynamicBuffer<BranchComponent> branchComponents,
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ref DynamicBuffer<TaskComponent> taskComponents,
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@ -188,21 +192,24 @@ public void Execute(ref DynamicBuffer<BranchComponent> branchComponents,
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branchComponents[taskComponent.BranchIndex] = branchComponent;
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continue;
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}
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if (taskComponent.Status != TaskStatus.Running)
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{
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continue;
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}
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if (timeLimiterComponent.StartTime >= 0f &&
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CurrentTime - timeLimiterComponent.StartTime >= timeLimiterComponent.TimeLimit) {
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if (timeLimiterComponent.StartTime >= 0f &&
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CurrentTime - timeLimiterComponent.StartTime >= timeLimiterComponent.TimeLimit)
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{
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// 시간 초과
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taskComponent.Status = timeLimiterComponent.TimeoutStatus;
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taskComponents[taskComponent.Index] = taskComponent;
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// 자식 태스크가 실행 중이면 중단
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childTaskComponent = taskComponents[taskComponent.Index + 1];
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if (childTaskComponent.Status == TaskStatus.Running ||
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childTaskComponent.Status == TaskStatus.Queued) {
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if (childTaskComponent.Status == TaskStatus.Running ||
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childTaskComponent.Status == TaskStatus.Queued)
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{
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childTaskComponent.Status = timeLimiterComponent.TimeoutStatus;
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taskComponents[taskComponent.Index + 1] = childTaskComponent;
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}
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@ -211,14 +218,15 @@ public void Execute(ref DynamicBuffer<BranchComponent> branchComponents,
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branchComponents[taskComponent.BranchIndex] = branchComponent;
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continue;
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}
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childTaskComponent = taskComponents[taskComponent.Index + 1];
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if (childTaskComponent.Status == TaskStatus.Queued ||
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childTaskComponent.Status == TaskStatus.Running) {
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if (childTaskComponent.Status == TaskStatus.Queued ||
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childTaskComponent.Status == TaskStatus.Running)
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{
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// The child should keep running.
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continue;
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}
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taskComponent.Status = childTaskComponent.Status;
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taskComponents[taskComponent.Index] = taskComponent;
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@ -228,4 +236,90 @@ public void Execute(ref DynamicBuffer<BranchComponent> branchComponents,
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}
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}
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}
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[NodeDescription("자식 태스크의 실행 시간을 제한합니다 (GameObject 워크플로우)")]
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public class SharedTimeLimiter : DecoratorNode
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{
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[Tooltip("최대 실행 시간(초)")]
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[SerializeField] private SharedVariable<float> m_TimeLimit = 30f;
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[Tooltip("시간 초과 시 반환할 상태")]
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[SerializeField] private TaskStatus m_TimeoutStatus = TaskStatus.Failure;
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public SharedVariable<float> TimeLimit
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{
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get => m_TimeLimit;
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set => m_TimeLimit = value;
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}
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public TaskStatus TimeoutStatus
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{
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get => m_TimeoutStatus;
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set => m_TimeoutStatus = value;
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}
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private float m_StartTime;
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private float m_PauseTime = -1f;
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public override void OnStart()
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{
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base.OnStart();
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m_StartTime = Time.time;
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}
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public override TaskStatus OnUpdate()
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{
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var taskComponents = m_BehaviorTree.World.EntityManager.GetBuffer<TaskComponent>(m_BehaviorTree.Entity);
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ref var child = ref taskComponents.ElementAt(Index + 1);
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if (Time.time - m_StartTime >= m_TimeLimit.Value)
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{
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if (child.Status == TaskStatus.Running || child.Status == TaskStatus.Queued)
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{
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child.Status = m_TimeoutStatus;
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taskComponents[Index + 1] = child;
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}
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return m_TimeoutStatus;
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}
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if (child.Status == TaskStatus.Success || child.Status == TaskStatus.Failure)
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{
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return child.Status;
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}
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return TaskStatus.Running;
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}
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public override void OnBehaviorTreeStopped(bool paused)
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{
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base.OnBehaviorTreeStopped(paused);
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if (paused) m_PauseTime = Time.time;
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}
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public override void OnBehaviorTreeStarted()
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{
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base.OnBehaviorTreeStarted();
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if (m_PauseTime >= 0f)
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{
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m_StartTime += (Time.time - m_PauseTime);
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m_PauseTime = -1f;
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}
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}
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public override MemberVisibility GetSaveReflectionType(int index) => MemberVisibility.None;
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public override object Save(World world, Entity entity)
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{
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// [제한 시간, 경과 시간] 저장
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return new object[] { m_TimeLimit.Value, Time.time - m_StartTime };
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}
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public override void Load(object saveData, World world, Entity entity)
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{
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var data = (object[])saveData;
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m_TimeLimit.Value = (float)data[0];
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m_StartTime = Time.time - (float)data[1];
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}
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}
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}
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