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

276 lines
13 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Composites
{
using Opsive.BehaviorDesigner.Runtime.Components;
using Opsive.GraphDesigner.Runtime;
using Opsive.Shared.Utility;
using Unity.Burst;
using Unity.Entities;
using UnityEngine;
using System;
/// <summary>
/// A node representation of the sequence task.
/// </summary>
[NodeIcon("8981cc246f900b24da46ae10eb49b68b", "4a7b39d8e0d056a4a9d8eb390b4bc9b8")]
[NodeDescription("The sequence task is similar to an \"and\" operation. It will return failure as soon as one of its child tasks return failure. " +
"If a child task returns success then it will sequentially run the next task. If all child tasks return success then it will return success.")]
public struct Sequence : ILogicNode, IParentNode, ITaskComponentData, IComposite, IConditionalAbortParent, IInterruptResponder, ISavableTask, ICloneable
{
[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("Specifies how the child conditional tasks should be reevaluated.")]
[SerializeField] ConditionalAbortType m_AbortType;
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 ConditionalAbortType AbortType { get => m_AbortType; set => m_AbortType = value; }
public int MaxChildCount { get { return int.MaxValue; } }
public ComponentType Tag { get => typeof(SequenceTag); }
public Type SystemType { get => typeof(SequenceTaskSystem); }
public Type InterruptSystemType { get => typeof(SequenceInterruptSystem); }
/// <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<SequenceComponent> buffer;
if (world.EntityManager.HasBuffer<SequenceComponent>(entity)) {
buffer = world.EntityManager.GetBuffer<SequenceComponent>(entity);
} else {
buffer = world.EntityManager.AddBuffer<SequenceComponent>(entity);
}
buffer.Add(new SequenceComponent() {
Index = RuntimeIndex,
});
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<SequenceComponent> buffer;
if (world.EntityManager.HasBuffer<SequenceComponent>(entity)) {
buffer = world.EntityManager.GetBuffer<SequenceComponent>(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>
/// 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 sequenceComponents = world.EntityManager.GetBuffer<SequenceComponent>(entity);
var sequenceComponent = sequenceComponents[m_ComponentIndex];
// Save the active child.
return sequenceComponent.ActiveChildIndex;
}
/// <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 sequenceComponents = world.EntityManager.GetBuffer<SequenceComponent>(entity);
var sequenceComponent = sequenceComponents[m_ComponentIndex];
// saveData is the active child.
sequenceComponent.ActiveChildIndex = (ushort)saveData;
sequenceComponents[m_ComponentIndex] = sequenceComponent;
}
/// <summary>
/// Creates a deep clone of the component.
/// </summary>
/// <returns>A deep clone of the component.</returns>
public object Clone()
{
var clone = Activator.CreateInstance<Sequence>();
clone.Index = Index;
clone.ParentIndex = ParentIndex;
clone.SiblingIndex = SiblingIndex;
clone.AbortType = AbortType;
return clone;
}
}
/// <summary>
/// The DOTS data structure for the Sequence class.
/// </summary>
public struct SequenceComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
public ushort Index;
[Tooltip("The index of the child that is currently active.")]
public ushort ActiveChildIndex;
}
/// <summary>
/// A DOTS tag indicating when a Sequence node is active.
/// </summary>
public struct SequenceTag : IComponentData, IEnableableComponent { }
/// <summary>
/// Runs the Sequence logic.
/// </summary>
[DisableAutoCreation]
public partial struct SequenceTaskSystem : 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<BranchComponent>().WithAllRW<TaskComponent>().WithAllRW<SequenceComponent>().WithAll<SequenceTag, EvaluationComponent>().Build();
state.Dependency = new SequenceJob().ScheduleParallel(query, state.Dependency);
}
/// <summary>
/// Job which executes the task logic.
/// </summary>
[BurstCompile]
private partial struct SequenceJob : IJobEntity
{
/// <summary>
/// Executes the sequence logic.
/// </summary>
/// <param name="branchComponents">An array of BranchComponents.</param>
/// <param name="taskComponents">An array of TaskComponents.</param>
/// <param name="sequenceComponents">An array of SequenceComponents.</param>
[BurstCompile]
public void Execute(ref DynamicBuffer<BranchComponent> branchComponents, ref DynamicBuffer<TaskComponent> taskComponents, ref DynamicBuffer<SequenceComponent> sequenceComponents)
{
for (int i = 0; i < sequenceComponents.Length; ++i) {
var sequenceComponent = sequenceComponents[i];
var taskComponent = taskComponents[sequenceComponent.Index];
var branchComponent = branchComponents[taskComponent.BranchIndex];
// Do not continue if there will be an interrupt.
if (branchComponent.InterruptType != InterruptType.None) {
continue;
}
if (taskComponent.Status == TaskStatus.Queued) {
taskComponent.Status = TaskStatus.Running;
taskComponents[taskComponent.Index] = taskComponent;
sequenceComponent.ActiveChildIndex = (ushort)(taskComponent.Index + 1);
sequenceComponents[i] = sequenceComponent;
branchComponent.NextIndex = sequenceComponent.ActiveChildIndex;
branchComponents[taskComponent.BranchIndex] = branchComponent;
// Start the child.
var nextChildTaskComponent = taskComponents[branchComponent.NextIndex];
nextChildTaskComponent.Status = TaskStatus.Queued;
taskComponents[branchComponent.NextIndex] = nextChildTaskComponent;
} else if (taskComponent.Status != TaskStatus.Running) {
continue;
}
// The sequence task is currently active. Check the first child.
var childTaskComponent = taskComponents[sequenceComponent.ActiveChildIndex];
if (childTaskComponent.Status == TaskStatus.Queued || childTaskComponent.Status == TaskStatus.Running) {
// The child should keep running.
continue;
}
if (childTaskComponent.SiblingIndex == ushort.MaxValue || childTaskComponent.Status == TaskStatus.Failure) {
// There are no more children or the child failed. The sequence task should end. A task status of inactive indicates the last task was disabled. Return success.
taskComponent.Status = childTaskComponent.Status != TaskStatus.Inactive ? childTaskComponent.Status : TaskStatus.Success;
sequenceComponent.ActiveChildIndex = (ushort)(sequenceComponent.Index + 1);
taskComponents[sequenceComponent.Index] = taskComponent;
branchComponent.NextIndex = taskComponent.ParentIndex;
branchComponents[taskComponent.BranchIndex] = branchComponent;
} else {
// The previous task is no longer running.
var siblingTaskComponent = taskComponents[childTaskComponent.SiblingIndex];
siblingTaskComponent.Status = TaskStatus.Queued;
taskComponents[childTaskComponent.SiblingIndex] = siblingTaskComponent;
// The current index is now the sibling index.
sequenceComponent.ActiveChildIndex = childTaskComponent.SiblingIndex;
branchComponent.NextIndex = sequenceComponent.ActiveChildIndex;
branchComponents[taskComponent.BranchIndex] = branchComponent;
}
sequenceComponents[i] = sequenceComponent;
}
}
}
}
/// <summary>
/// An interrupt has occurred. Ensure the task state is correct after the interruption.
/// </summary>
[DisableAutoCreation]
public partial struct SequenceInterruptSystem : ISystem
{
/// <summary>
/// Runs the logic after an interruption.
/// </summary>
/// <param name="state">The current state of the system.</param>
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
foreach (var (taskComponents, sequenceComponents) in
SystemAPI.Query<DynamicBuffer<TaskComponent>, DynamicBuffer<SequenceComponent>>().WithAll<InterruptTag>()) {
for (int i = 0; i < sequenceComponents.Length; ++i) {
var sequenceComponent = sequenceComponents[i];
if (taskComponents[sequenceComponent.ActiveChildIndex].Status != TaskStatus.Running) {
var childIndex = (ushort)(sequenceComponent.Index + 1);
// Find the currently active task.
while (childIndex != ushort.MaxValue && taskComponents[childIndex].Status != TaskStatus.Running) {
childIndex = taskComponents[childIndex].SiblingIndex;
}
if (childIndex != ushort.MaxValue) {
sequenceComponent.ActiveChildIndex = childIndex;
}
var sequenceBuffer = sequenceComponents;
sequenceBuffer[i] = sequenceComponent;
}
}
}
}
}
}
#endif