ProjectDDD/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Actions/Wait.cs
2025-08-19 18:53:26 +09:00

400 lines
17 KiB
C#

#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.BehaviorDesigner.Runtime.Utility;
using Opsive.GraphDesigner.Runtime;
using Opsive.GraphDesigner.Runtime.Variables;
using Opsive.Shared.Utility;
using Unity.Entities;
using Unity.Burst;
using UnityEngine;
using System;
[NodeIcon("b4b59e888607422409f1efa599af34ae", "e1cb9cb566a90fb4489bf31465b99747")]
[NodeDescription("Wait a specified amount of time. The task will return running until the task is done waiting. It will return success after the wait time has elapsed.")]
public struct Wait : ILogicNode, ITaskComponentData, IAction, ICloneable, IPausableTask, ISavableTask
{
[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;
[Tooltip("The amount of time to wait (in seconds).")]
[SerializeField] float m_Duration;
[Tooltip("Should the wait duration be randomized?")]
[SerializeField] bool m_RandomDuration;
[Tooltip("The seed of the random number generator. Set to 0 to use the entity index as the seed.")]
[SerializeField] uint m_Seed;
[Tooltip("The wait duration range if random wait is enabled.")]
[SerializeField] RangeFloat m_RandomDurationRange;
private ushort m_ComponentIndex;
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 float Duration { get => m_Duration; set => m_Duration = value; }
public bool RandomDuration { get => m_RandomDuration; set => m_RandomDuration = value; }
public uint Seed { get => m_Seed; set => m_Seed = value; }
public RangeFloat RandomDurationRange { get => m_RandomDurationRange; set => m_RandomDurationRange = value; }
public ComponentType Tag { get => typeof(WaitTag); }
public Type SystemType { get => typeof(WaitTaskSystem); }
/// <summary>
/// Resets the task to its default values.
/// </summary>
public void Reset() { m_Duration = m_RandomDurationRange.Min = m_RandomDurationRange.Max = 1; m_RandomDuration = false; m_Seed = 0; }
/// <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<WaitComponent> buffer;
if (world.EntityManager.HasBuffer<WaitComponent>(entity)) {
buffer = world.EntityManager.GetBuffer<WaitComponent>(entity);
} else {
buffer = world.EntityManager.AddBuffer<WaitComponent>(entity);
}
buffer.Add(new WaitComponent() {
Index = RuntimeIndex,
Duration = m_Duration,
RandomDuration = m_RandomDuration,
RandomDurationRange = m_RandomDurationRange,
Seed = m_Seed,
});
m_ComponentIndex = (ushort)(buffer.Length - 1);
}
/// <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<WaitComponent> buffer;
if (world.EntityManager.HasBuffer<WaitComponent>(entity)) {
buffer = world.EntityManager.GetBuffer<WaitComponent>(entity);
buffer.Clear();
}
}
/// <summary>
/// Specifies the type of reflection that should be used to save the task.
/// </summary>
/// <param name="index">The index of the sub-task. This is used for the task set allowing each contained task to have their own save type.</param>
public MemberVisibility GetSaveReflectionType(int index) { return MemberVisibility.None; }
/// <summary>
/// The task has been paused.
/// </summary>
/// <param name="world">The DOTS world.</param>
/// <param name="entity">The DOTS entity.</param>
public void Pause(World world, Entity entity)
{
var waitComponents = world.EntityManager.GetBuffer<WaitComponent>(entity);
var waitComponent = waitComponents[m_ComponentIndex];
waitComponent.PauseTime = Time.time;
var waitComponentBuffer = waitComponents;
waitComponentBuffer[m_ComponentIndex] = waitComponent;
}
/// <summary>
/// The task has been resumed.
/// </summary>
/// <param name="world">The DOTS world.</param>
/// <param name="entity">The DOTS entity.</param>
public void Resume(World world, Entity entity)
{
var waitComponents = world.EntityManager.GetBuffer<WaitComponent>(entity);
var waitComponent = waitComponents[m_ComponentIndex];
waitComponent.StartTime += (Time.time - waitComponent.PauseTime);
waitComponent.PauseTime = 0;
var waitComponentBuffer = waitComponents;
waitComponentBuffer[m_ComponentIndex] = waitComponent;
}
/// <summary>
/// Returns the current task state.
/// </summary>
/// <param name="world">The DOTS world.</param>
/// <param name="entity">The DOTS entity.</param>
/// <returns>The current task state.</returns>
public object Save(World world, Entity entity)
{
var waitComponents = world.EntityManager.GetBuffer<WaitComponent>(entity);
var waitComponent = waitComponents[m_ComponentIndex];
// Save the unique data.
return new object[] { waitComponent.WaitDuration, Time.time - waitComponent.StartTime };
}
/// <summary>
/// Loads the previous task state.
/// </summary>
/// <param name="saveData">The previous task state.</param>
/// <param name="world">The DOTS world.</param>
/// <param name="entity">The DOTS entity.</param>
public void Load(object saveData, World world, Entity entity)
{
var waitComponents = world.EntityManager.GetBuffer<WaitComponent>(entity);
var waitComponent = waitComponents[m_ComponentIndex];
// saveData is the wait duration and the elapsed amount of time.
var data = (object[])saveData;
waitComponent.WaitDuration = (double)data[0];
waitComponent.StartTime = Time.time - (double)data[1];
waitComponents[m_ComponentIndex] = waitComponent;
}
/// <summary>
/// Creates a deep clone of the component.
/// </summary>
/// <returns>A deep clone of the component.</returns>
public object Clone()
{
var clone = Activator.CreateInstance<Wait>();
clone.Index = Index;
clone.ParentIndex = ParentIndex;
clone.SiblingIndex = SiblingIndex;
clone.Duration = Duration;
clone.RandomDuration = RandomDuration;
clone.Seed = Seed;
clone.RandomDurationRange = RandomDurationRange;
return clone;
}
}
/// <summary>
/// The DOTS data structure for the Wait struct.
/// </summary>
public struct WaitComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
public ushort Index;
[Tooltip("The amount of time the task should wait.")]
public float Duration;
[Tooltip("Should the wait duration be randomized?")]
public bool RandomDuration;
[Tooltip("The wait duration range if random wait is enabled.")]
public RangeFloat RandomDurationRange;
[Tooltip("The amount of time the task should wait.")]
public double WaitDuration;
[Tooltip("The real time the task started to wait.")]
public double StartTime;
[Tooltip("The seed of the random number generator.")]
public uint Seed;
[Tooltip("The random number generator for the task.")]
public Unity.Mathematics.Random RandomNumberGenerator;
[Tooltip("The time that the game was paused.")]
public double PauseTime;
}
/// <summary>
/// A DOTS tag indicating when a Wait node is active.
/// </summary>
public struct WaitTag : IComponentData, IEnableableComponent { }
/// <summary>
/// Runs the Wait logic.
/// </summary>
[DisableAutoCreation]
public partial struct WaitTaskSystem : 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>().WithAllRW<WaitComponent>().WithAll<WaitTag, EvaluationComponent>().Build();
state.Dependency = new WaitJob() { ElapsedTime = SystemAPI.Time.ElapsedTime }.ScheduleParallel(query, state.Dependency);
}
/// <summary>
/// Job which executes the task logic.
/// </summary>
[BurstCompile]
private partial struct WaitJob : IJobEntity
{
[Tooltip("The current ElapsedTime.")]
public double ElapsedTime;
/// <summary>
/// Executes the wait logic.
/// </summary>
/// <param name="entity">The entity that is running the logic.</param>
/// <param name="taskComponents">An array of TaskComponents.</param>
/// <param name="waitComponents">An array of WaitComponents.</param>
[BurstCompile]
public void Execute(Entity entity, ref DynamicBuffer<TaskComponent> taskComponents, ref DynamicBuffer<WaitComponent> waitComponents)
{
for (int i = 0; i < waitComponents.Length; ++i) {
var waitComponent = waitComponents[i];
var taskComponent = taskComponents[waitComponent.Index];
if (taskComponent.Status == TaskStatus.Queued) {
taskComponent.Status = TaskStatus.Running;
waitComponent.StartTime = ElapsedTime;
if (waitComponent.RandomDuration) {
// Generate a new random number seed for each entity.
if (waitComponent.RandomNumberGenerator.state == 0) {
waitComponent.RandomNumberGenerator = Unity.Mathematics.Random.CreateFromIndex(waitComponent.Seed != 0 ? waitComponent.Seed : (uint)entity.Index);
}
waitComponent.WaitDuration = waitComponent.RandomNumberGenerator.NextDouble(waitComponent.RandomDurationRange.Min, waitComponent.RandomDurationRange.Max);
} else {
waitComponent.WaitDuration = waitComponent.Duration;
}
waitComponents[i] = waitComponent;
}
if (taskComponent.Status == TaskStatus.Running) {
if (waitComponent.StartTime + waitComponent.WaitDuration <= ElapsedTime) {
taskComponent.Status = TaskStatus.Success;
}
}
taskComponents[waitComponent.Index] = taskComponent;
}
}
}
}
[NodeIcon("b4b59e888607422409f1efa599af34ae", "e1cb9cb566a90fb4489bf31465b99747")]
[NodeDescription("Wait a specified amount of time. The task will return running until the task is done waiting. It will return success after the wait time has elapsed. Uses the GameObject workflow.")]
public class SharedWait : Action
{
[Tooltip("The amount of time to wait (in seconds).")]
[SerializeField] SharedVariable<float> m_Duration = 1;
[Tooltip("The seed of the random number generator. Set to 0 to disable.")]
[SerializeField] int m_Seed;
[Tooltip("Should the wait duration be randomized?")]
[SerializeField] SharedVariable<bool> m_RandomDuration;
[Tooltip("The minimum wait duration if random wait is enabled.")]
[SerializeField] SharedVariable<RangeFloat> m_RandomDurationRange = new RangeFloat(1, 1);
[Tooltip("The maximum wait duration if random wait is enabled.")]
[SerializeField] SharedVariable<float> m_RandomDurationMax = 1;
public SharedVariable<float> Duration { get => m_Duration; set => m_Duration = value; }
public int Seed { get => m_Seed; set => m_Seed = value; }
public SharedVariable<bool> RandomDuration { get => m_RandomDuration; set => m_RandomDuration = value; }
public SharedVariable<RangeFloat> RandomDurationRange { get => m_RandomDurationRange; set => m_RandomDurationRange = value; }
public SharedVariable<float> RandomDurationMax { get => m_RandomDurationMax; set => m_RandomDurationMax = value; }
private float m_WaitDuration;
private float m_StartTime;
private float m_PauseTime = -1;
/// <summary>
/// Callback when the task is initialized.
/// </summary>
public override void OnAwake()
{
if (m_Seed != 0) {
UnityEngine.Random.InitState(m_Seed);
}
}
/// <summary>
/// Callback when the task is started.
/// </summary>
public override void OnStart()
{
if (m_RandomDuration.Value) {
m_WaitDuration = UnityEngine.Random.Range(m_RandomDurationRange.Value.Min, m_RandomDurationRange.Value.Max);
} else {
m_WaitDuration = m_Duration.Value;
}
m_StartTime = Time.time;
}
/// <summary>
/// Executes the task logic.
/// </summary>
/// <returns>The status of the task.</returns>
public override TaskStatus OnUpdate()
{
return m_StartTime + m_WaitDuration <= Time.time ? TaskStatus.Success : TaskStatus.Running;
}
/// <summary>
/// Returns the current task state.
/// </summary>
/// <param name="world">The DOTS world.</param>
/// <param name="entity">The DOTS entity.</param>
/// <returns>The current task state.</returns>
public override object Save(World world, Entity entity)
{
// Save the unique data.
return new object[] { m_WaitDuration, Time.time - m_StartTime };
}
/// <summary>
/// Loads the previous task state.
/// </summary>
/// <param name="saveData">The previous task state.</param>
/// <param name="world">The DOTS world.</param>
/// <param name="entity">The DOTS entity.</param>
public override void Load(object saveData, World world, Entity entity)
{
// saveData is the wait duration and the elapsed amount of time.
var data = (object[])saveData;
m_WaitDuration = (float)data[0];
m_StartTime = Time.time - (float)data[1];
}
/// <summary>
/// The behavior tree has been started.
/// </summary>
public override void OnBehaviorTreeStarted()
{
base.OnBehaviorTreeStarted();
if (m_PauseTime != -1) {
m_StartTime += (Time.time - m_PauseTime);
m_PauseTime = -1;
}
}
/// <summary>
/// The behavior tree has been stopped or paused.
/// </summary>
/// <param name="paused">True if the tree has been paused.</param>
public override void OnBehaviorTreeStopped(bool paused)
{
base.OnBehaviorTreeStopped(paused);
if (paused) {
m_PauseTime = Time.time;
}
}
/// <summary>
/// Resets the variables.
/// </summary>
public override void Reset()
{
base.Reset();
m_Duration = 1;
m_RandomDuration = false;
m_Seed = 0;
m_RandomDurationRange = new RangeFloat(1, 1);
m_PauseTime = -1;
}
}
}
#endif