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#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.Tasks.Actions
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{
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using Opsive.BehaviorDesigner.Runtime.Components;
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using Opsive.GraphDesigner.Runtime;
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using Unity.Entities;
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using Unity.Burst;
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using UnityEngine;
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/// <summary>
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/// A node representation of the idle task.
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/// </summary>
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[NodeIcon("fc4d1b83384913b4abfbd8455db6df5b", "79a6985a753bb244fb5b32dc0f26addb")]
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[Opsive.Shared.Utility.Description("Returns a TaskStatus of running. The task will only stop when interrupted or a conditional abort is triggered.")]
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public class Idle : ECSActionTask<IdleTaskSystem, IdleComponent>
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{
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/// <summary>
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/// The type of tag that should be enabled when the task is running.
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/// </summary>
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public override ComponentType Flag { get => typeof(IdleFlag); }
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/// <summary>
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/// Returns a new TBufferElement for use by the system.
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/// </summary>
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/// <returns>A new TBufferElement for use by the system.</returns>
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public override IdleComponent GetBufferElement()
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{
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return new IdleComponent() {
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Index = RuntimeIndex
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};
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}
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}
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/// <summary>
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/// The DOTS data structure for the Idle class.
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/// </summary>
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public struct IdleComponent : IBufferElementData
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{
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[Tooltip("The index of the node.")]
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public ushort Index;
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}
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/// <summary>
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/// A DOTS tag indicating when a Idle node is active.
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/// </summary>
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public struct IdleFlag : IComponentData, IEnableableComponent { }
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/// <summary>
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/// Runs the Idle logic.
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/// </summary>
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[DisableAutoCreation]
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public partial struct IdleTaskSystem : ISystem
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{
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/// <summary>
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/// Creates the job.
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/// </summary>
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/// <param name="state">The current state of the system.</param>
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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<TaskComponent>().WithAll<IdleComponent, IdleFlag, EvaluateFlag>().Build();
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state.Dependency = new IdleJob().ScheduleParallel(query, state.Dependency);
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}
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/// <summary>
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/// Job which executes the task logic.
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/// </summary>
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[BurstCompile]
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private partial struct IdleJob : IJobEntity
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{
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/// <summary>
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/// Executes the idle logic.
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/// </summary>
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/// <param name="taskComponents">An array of TaskComponents.</param>
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/// <param name="idleComponents">An array of IdleComponents.</param>
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[BurstCompile]
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public void Execute(ref DynamicBuffer<TaskComponent> taskComponents, ref DynamicBuffer<IdleComponent> idleComponents)
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{
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for (int i = 0; i < idleComponents.Length; ++i) {
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var idleComponent = idleComponents[i];
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var taskComponent = taskComponents[idleComponent.Index];
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if (taskComponent.Status == TaskStatus.Queued) {
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taskComponent.Status = TaskStatus.Running;
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taskComponents[idleComponent.Index] = taskComponent;
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}
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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
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