155 lines
6.6 KiB
C#
155 lines
6.6 KiB
C#
#if GRAPH_DESIGNER
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/// ---------------------------------------------
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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.Runtime.Systems
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{
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using Opsive.BehaviorDesigner.Runtime.Components;
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using Opsive.BehaviorDesigner.Runtime.Groups;
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using Unity.Burst;
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using Unity.Burst.Intrinsics;
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using Unity.Collections;
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using Unity.Entities;
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/// <summary>
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/// Resets the evaluation status.
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/// </summary>
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[UpdateInGroup(typeof(BehaviorTreeSystemGroup), OrderLast = true)]
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public partial struct EvaluationCleanupSystem : ISystem
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{
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private EntityQuery m_EvaluateCleanupQuery;
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private ComponentTypeHandle<EnabledTag> m_EnabledComponentHandle;
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private ComponentTypeHandle<EvaluationComponent> m_EvaluationComponentHandle;
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/// <summary>
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/// Creates the required objects for use within the job system.
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/// </summary>
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/// <param name="state">The current SystemState.</param>
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[BurstCompile]
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private void OnCreate(ref SystemState state)
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{
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m_EvaluateCleanupQuery = new EntityQueryBuilder(Allocator.Temp)
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.WithAll<EvaluationComponent>()
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.WithOptions(EntityQueryOptions.IgnoreComponentEnabledState)
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.Build(ref state);
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m_EnabledComponentHandle = state.GetComponentTypeHandle<EnabledTag>();
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m_EvaluationComponentHandle = state.GetComponentTypeHandle<EvaluationComponent>();
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}
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/// <summary>
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/// Updates the data object values for use within the job system.
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/// </summary>
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/// <param name="state">The current SystemState.</param>
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[BurstCompile]
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private void OnUpdate(ref SystemState state)
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{
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state.Dependency.Complete();
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// Reset the evaluation status.
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m_EnabledComponentHandle.Update(ref state);
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m_EvaluationComponentHandle.Update(ref state);
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var evaluationCleanupJob = new EvaluationCleanupJob()
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{
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EnabledComponentHandle = m_EnabledComponentHandle,
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EvaluationComponentHandle = m_EvaluationComponentHandle,
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};
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state.Dependency = evaluationCleanupJob.ScheduleParallel(m_EvaluateCleanupQuery, state.Dependency);
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}
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/// <summary>
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/// Job that resets the EvaluationComponent component value.
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/// </summary>
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[BurstCompile(CompileSynchronously = true)]
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public struct EvaluationCleanupJob : IJobChunk
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{
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[UnityEngine.Tooltip("A reference to the Enabled Component Handle.")]
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public ComponentTypeHandle<EnabledTag> EnabledComponentHandle;
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[UnityEngine.Tooltip("A reference to the Evaluate Component Handle.")]
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public ComponentTypeHandle<EvaluationComponent> EvaluationComponentHandle;
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/// <summary>
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/// Resets the EvaluationComponent component value.
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/// </summary>
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/// <param name="chunk">Block of memory that contains the entity and components.</param>
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/// <param name="unfilteredChunkIndex">The index of the chunk.</param>
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/// <param name="useEnabledMask">Should the enabled mask be used?</param>
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/// <param name="chunkEnabledMask">The bitwise enabled mask.</param>
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[BurstCompile]
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public void Execute(in ArchetypeChunk chunk, int unfilteredChunkIndex, bool useEnabledMask, in v128 chunkEnabledMask)
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{
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for (int i = 0; i < chunk.Count; i++) {
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// If the chunk is enabled then it should be evaluated.
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if (chunk.IsComponentEnabled<EnabledTag>(ref EnabledComponentHandle, i)) {
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chunk.SetComponentEnabled<EvaluationComponent>(ref EvaluationComponentHandle, i, true);
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}
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}
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}
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}
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}
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/// <summary>
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/// Resets the InterruptedTag enabled value.
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/// </summary>
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[UpdateInGroup(typeof(BehaviorTreeSystemGroup), OrderLast = true)]
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public partial struct InterruptedCleanupSystem : ISystem
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{
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private EntityQuery m_InterruptedCleanupQuery;
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private ComponentTypeHandle<InterruptedTag> m_InterruptedComponentHandle;
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/// <summary>
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/// Creates the required objects for use within the job system.
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/// </summary>
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/// <param name="state">The current SystemState.</param>
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[BurstCompile]
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private void OnCreate(ref SystemState state)
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{
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m_InterruptedCleanupQuery = new EntityQueryBuilder(Allocator.Temp)
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.WithAll<InterruptedTag>()
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.Build(ref state);
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m_InterruptedComponentHandle = state.GetComponentTypeHandle<InterruptedTag>();
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}
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/// <summary>
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/// Updates the data object values for use within the job system.
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/// </summary>
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/// <param name="state">The current SystemState.</param>
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[BurstCompile]
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private void OnUpdate(ref SystemState state)
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{
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// Clean up the interrupted tag.
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m_InterruptedComponentHandle.Update(ref state);
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var interruptedJob = new InterruptedCleanupJob()
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{
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InterruptedComponentHandle = m_InterruptedComponentHandle,
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};
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state.Dependency = interruptedJob.ScheduleParallel(m_InterruptedCleanupQuery, state.Dependency);
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}
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/// <summary>
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/// Job that resets the InterruptedTag value.
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/// </summary>
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[BurstCompile(CompileSynchronously = true)]
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public partial struct InterruptedCleanupJob : IJobChunk
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{
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[UnityEngine.Tooltip("A reference to the Interrupted Component Handle.")]
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public ComponentTypeHandle<InterruptedTag> InterruptedComponentHandle;
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/// <summary>
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/// Resets the InterruptedTag value.
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/// </summary>
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/// <param name="entity">The entity that is being acted upon.</param>
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/// <param name="entityIndex">The index of the entity.</param>
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[BurstCompile]
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public void Execute(in ArchetypeChunk chunk, int unfilteredChunkIndex, bool useEnabledMask, in v128 chunkEnabledMask)
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{
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for (int i = 0; i < chunk.Count; i++) {
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// Only chunks with the tag enabled will be returned so there's no need to check if the tag is enabled.
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chunk.SetComponentEnabled<InterruptedTag>(ref InterruptedComponentHandle, i, false);
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}
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}
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}
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}
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}
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#endif |