ProjectDDD/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/Idle.cs

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2025-08-19 09:53:26 +00:00
#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Actions
{
using Opsive.BehaviorDesigner.Runtime.Components;
using Opsive.GraphDesigner.Runtime;
using Unity.Entities;
using Unity.Burst;
using UnityEngine;
/// <summary>
/// A node representation of the idle task.
/// </summary>
[NodeIcon("fc4d1b83384913b4abfbd8455db6df5b", "79a6985a753bb244fb5b32dc0f26addb")]
[NodeDescription("Returns a TaskStatus of running. The task will only stop when interrupted or a conditional abort is triggered.")]
public struct Idle : ILogicNode, ITaskComponentData, IAction
{
[Tooltip("The index of the node.")]
[SerializeField] ushort m_Index;
[Tooltip("The parent index of the node. ushort.MaxValue indicates no parent.")]
[SerializeField] ushort m_ParentIndex;
[Tooltip("The sibling index of the node. ushort.MaxValue indicates no sibling.")]
[SerializeField] ushort m_SiblingIndex;
public ushort Index { get => m_Index; set => m_Index = value; }
public ushort ParentIndex { get => m_ParentIndex; set => m_ParentIndex = value; }
public ushort SiblingIndex { get => m_SiblingIndex; set => m_SiblingIndex = value; }
public ushort RuntimeIndex { get; set; }
public ComponentType Tag { get => typeof(IdleTag); }
public System.Type SystemType { get => typeof(IdleTaskSystem); }
/// <summary>
/// Adds the IBufferElementData to the entity.
/// </summary>
/// <param name="world">The world that the entity exists.</param>
/// <param name="entity">The entity that the IBufferElementData should be assigned to.</param>
public void AddBufferElement(World world, Entity entity)
{
DynamicBuffer<IdleComponent> buffer;
if (world.EntityManager.HasBuffer<IdleComponent>(entity)) {
buffer = world.EntityManager.GetBuffer<IdleComponent>(entity);
} else {
buffer = world.EntityManager.AddBuffer<IdleComponent>(entity);
}
buffer.Add(new IdleComponent() {
Index = RuntimeIndex
});
}
/// <summary>
/// Clears the IBufferElementData from the entity.
/// </summary>
/// <param name="world">The world that the entity exists.</param>
/// <param name="entity">The entity that the IBufferElementData should be cleared from.</param>
public void ClearBufferElement(World world, Entity entity)
{
DynamicBuffer<IdleComponent> buffer;
if (world.EntityManager.HasBuffer<IdleComponent>(entity)) {
buffer = world.EntityManager.GetBuffer<IdleComponent>(entity);
buffer.Clear();
}
}
}
/// <summary>
/// The DOTS data structure for the Idle class.
/// </summary>
public struct IdleComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
public ushort Index;
}
/// <summary>
/// A DOTS tag indicating when a Idle node is active.
/// </summary>
public struct IdleTag : IComponentData, IEnableableComponent { }
/// <summary>
/// Runs the Idle logic.
/// </summary>
[DisableAutoCreation]
public partial struct IdleTaskSystem : ISystem
{
/// <summary>
/// Creates the job.
/// </summary>
/// <param name="state">The current state of the system.</param>
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
var query = SystemAPI.QueryBuilder().WithAllRW<TaskComponent>().WithAll<IdleComponent, IdleTag, EvaluationComponent>().Build();
state.Dependency = new IdleJob().ScheduleParallel(query, state.Dependency);
}
/// <summary>
/// Job which executes the task logic.
/// </summary>
[BurstCompile]
private partial struct IdleJob : IJobEntity
{
/// <summary>
/// Executes the idle logic.
/// </summary
/// <param name="taskComponents">An array of TaskComponents.</param>
/// <param name="idleComponents">An array of IdleComponents.</param>
[BurstCompile]
public void Execute(ref DynamicBuffer<TaskComponent> taskComponents, ref DynamicBuffer<IdleComponent> idleComponents)
{
for (int i = 0; i < idleComponents.Length; ++i) {
var idleComponent = idleComponents[i];
var taskComponent = taskComponents[idleComponent.Index];
if (taskComponent.Status == TaskStatus.Queued) {
taskComponent.Status = TaskStatus.Running;
taskComponents[idleComponent.Index] = taskComponent;
}
}
}
}
}
}
#endif