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#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.Systems;
using Opsive.GraphDesigner.Runtime;
using UnityEngine;
/// <summary>
/// A TaskObject implementation of the Composite task.
/// </summary>
[NodeIcon("3afb3814c40717440b175b6fde4e73c2", "7fb12c74939f50b41b1679eb8f9e79ab")]
public abstract class CompositeNode : Task, ITreeLogicNode, IParentNode, IComposite, ITaskObjectParentNode
{
[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 virtual int MaxChildCount { get => int.MaxValue; }
public virtual ushort NextChildIndex { get => (ushort)(RuntimeIndex + 1); }
}
}
#endif

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#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.BehaviorDesigner.Runtime.Utility;
using Opsive.GraphDesigner.Runtime;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Jobs;
using UnityEngine;
/// <summary>
/// A node representation of the parallel task.
/// </summary>
[NodeIcon("f612c025389b22640b1b6df88f4502e7", "8a4a401bcfb527a48a08351efaf92e14")]
[Opsive.Shared.Utility.Description("Similar to the sequence task, the parallel task will run each child task until a child task returns failure. " +
"The parallel task will run all of its children tasks simultaneously versus running each task one at a time. " +
"Like the sequence class, the parallel task will return success once all of its children tasks have return success. " +
"If one tasks returns failure the parallel task will end all of the child tasks and return failure.")]
public class Parallel : ECSCompositeTask<ParallelTaskSystem, ParallelComponent>, IParentNode, IParallelNode
{
public override ComponentType Flag { get => typeof(ParallelFlag); }
/// <summary>
/// Adds the IBufferElementData to the entity.
/// </summary>
/// <param name="world">The world that the entity exists in.</param>
/// <param name="entity">The entity that the IBufferElementData should be assigned to.</param>
/// <param name="gameObject">The GameObject that the entity is attached to.</param>
/// <returns>The index of the element within the buffer.</returns>
public override int AddBufferElement(World world, Entity entity, GameObject gameObject)
{
var index = base.AddBufferElement(world, entity, gameObject);
ComponentUtility.AddInterruptComponents(world.EntityManager, entity);
return index;
}
/// <summary>
/// Returns a new TBufferElement for use by the system.
/// </summary>
/// <returns>A new TBufferElement for use by the system.</returns>
public override ParallelComponent GetBufferElement()
{
return new ParallelComponent()
{
Index = RuntimeIndex
};
}
}
/// <summary>
/// The DOTS data structure for the Parallel class.
/// </summary>
public struct ParallelComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
[SerializeField] ushort m_Index;
public ushort Index { get => m_Index; set => m_Index = value; }
}
/// <summary>
/// A DOTS tag indicating when a Parallel node is active.
/// </summary>
public struct ParallelFlag : IComponentData, IEnableableComponent { }
/// <summary>
/// Runs the Parallel logic.
/// </summary>
[DisableAutoCreation]
public partial struct ParallelTaskSystem : ISystem
{
private EntityQuery m_Query;
private JobHandle m_Dependency;
/// <summary>
/// Builds the query.
/// </summary>
/// <param name="state">THe current SystemState.</param>
private void OnCreate(ref SystemState state)
{
m_Query = SystemAPI.QueryBuilder().WithAllRW<BranchComponent>().WithAllRW<TaskComponent>().WithAllRW<ParallelComponent>().WithAll<ParallelFlag, EvaluateFlag>().Build();
}
/// <summary>
/// Creates the job.
/// </summary>
/// <param name="state">The current state of the system.</param>
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
m_Dependency.Complete();
var ecb = SystemAPI.GetSingleton<EndSimulationEntityCommandBufferSystem.Singleton>().CreateCommandBuffer(state.WorldUnmanaged);
state.Dependency = new ParallelJob()
{
EntityCommandBuffer = ecb.AsParallelWriter()
}.ScheduleParallel(m_Query, state.Dependency);
m_Dependency = state.Dependency;
}
/// <summary>
/// Job which executes the task logic.
/// </summary>
[BurstCompile]
private partial struct ParallelJob : IJobEntity
{
[Tooltip("CommandBuffer which sets the component data.")]
public EntityCommandBuffer.ParallelWriter EntityCommandBuffer;
/// <summary>
/// Executes the parallel logic.
/// </summary>
/// <param name="entity">The entity that is being acted upon.</param>
/// <param name="entityIndex">The index of the entity.</param>
/// <param name="parallelComponents">An array of ParallelComponents.</param>
/// <param name="taskComponents">An array of TaskComponents.</param>
/// <param name="branchComponents">An array of BranchComponents.</param>
[BurstCompile]
public void Execute(Entity entity, [EntityIndexInQuery] int entityIndex, ref DynamicBuffer<ParallelComponent> parallelComponents, ref DynamicBuffer<TaskComponent> taskComponents, ref DynamicBuffer<BranchComponent> branchComponents)
{
for (int i = 0; i < parallelComponents.Length; ++i) {
var parallelComponent = parallelComponents[i];
var taskComponent = taskComponents[parallelComponent.Index];
var branchComponent = branchComponents[taskComponent.BranchIndex];
// Do not continue if there will be an interrupt or the branch cannot execute.
if (branchComponent.InterruptType != InterruptType.None || !branchComponent.CanExecute) {
continue;
}
ushort childIndex;
TaskComponent childTaskComponent;
if (taskComponent.Status == TaskStatus.Queued) {
taskComponent.Status = TaskStatus.Running;
taskComponents[taskComponent.Index] = taskComponent;
childIndex = (ushort)(parallelComponent.Index + 1);
while (childIndex != ushort.MaxValue) {
childTaskComponent = taskComponents[childIndex];
childTaskComponent.Status = TaskStatus.Queued;
taskComponents[childIndex] = childTaskComponent;
var childBranchComponent = branchComponents[childTaskComponent.BranchIndex];
childBranchComponent.NextIndex = childTaskComponent.Index;
branchComponents[childTaskComponent.BranchIndex] = childBranchComponent;
childIndex = taskComponents[childIndex].SiblingIndex;
}
} else if (taskComponent.Status != TaskStatus.Running) {
continue;
}
var childrenFailure = false;
var childrenRunning = false;
childIndex = (ushort)(parallelComponent.Index + 1);
while (childIndex != ushort.MaxValue) {
childTaskComponent = taskComponents[childIndex];
if (childTaskComponent.Status == TaskStatus.Queued || childTaskComponent.Status == TaskStatus.Running) {
childrenRunning = true;
} else if (childTaskComponent.Status == TaskStatus.Failure) {
childrenFailure = true;
var childBranchComponent = branchComponents[childTaskComponent.BranchIndex];
childBranchComponent.NextIndex = ushort.MaxValue;
branchComponents[childTaskComponent.BranchIndex] = childBranchComponent;
break;
} else if (childTaskComponent.Status == TaskStatus.Success) {
var childBranchComponent = branchComponents[childTaskComponent.BranchIndex];
if (childBranchComponent.ActiveIndex != ushort.MaxValue) {
childBranchComponent.NextIndex = ushort.MaxValue;
branchComponents[childTaskComponent.BranchIndex] = childBranchComponent;
}
}
childIndex = taskComponents[childIndex].SiblingIndex;
}
// If a single child fails then all tasks should be stopped.
if (childrenFailure) {
var maxChildIndex = taskComponent.Index + TraversalUtility.GetChildCount(taskComponent.Index, ref taskComponents);
for (ushort j = (ushort)(taskComponent.Index + 1); j <= maxChildIndex; ++j) {
childTaskComponent = taskComponents[j];
if (childTaskComponent.Status == TaskStatus.Running || childTaskComponent.Status == TaskStatus.Queued) {
childTaskComponent.Status = TaskStatus.Failure;
taskComponents[j] = childTaskComponent;
branchComponent = branchComponents[childTaskComponent.BranchIndex];
EntityCommandBuffer.SetComponentEnabled<InterruptedFlag>(entityIndex, entity, true);
if (branchComponent.ActiveIndex == childTaskComponent.Index) {
branchComponent.NextIndex = ushort.MaxValue;
branchComponents[childTaskComponent.BranchIndex] = branchComponent;
}
}
}
branchComponent.NextIndex = taskComponent.ParentIndex;
branchComponents[taskComponent.BranchIndex] = branchComponent;
taskComponent.Status = TaskStatus.Failure;
taskComponents[taskComponent.Index] = taskComponent;
continue;
}
if (childrenRunning) {
continue;
}
// No more children are running. Resume the parent task.
taskComponent.Status = TaskStatus.Success;
taskComponents[taskComponent.Index] = taskComponent;
branchComponent.NextIndex = taskComponent.ParentIndex;
branchComponents[taskComponent.BranchIndex] = branchComponent;
}
}
}
}
}
#endif

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#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.BehaviorDesigner.Runtime.Utility;
using Opsive.GraphDesigner.Runtime;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
/// <summary>
/// A node representation of the parallel selector task.
/// </summary>
[NodeIcon("d47aff1a00bcc6d4da8ca0df32ed8415", "108591b5d7a6bd94383d16a62cb3b4a7")]
[Opsive.Shared.Utility.Description("Similar to the selector task, the parallel selector task will return success as soon as a child task returns success. " +
"The parallel task will run all of its children tasks simultaneously versus running each task one at a time. " +
"If one tasks returns success the parallel selector task will end all of the child tasks and return success. " +
"If every child task returns failure then the parallel selector task will return failure.")]
public class ParallelSelector : ECSCompositeTask<ParallelSelectorTaskSystem, ParallelSelectorComponent>, IParentNode, IParallelNode
{
/// <summary>
/// The type of tag that should be enabled when the task is running.
/// </summary>
public override ComponentType Flag { get => typeof(ParallelSelectorFlag); }
/// <summary>
/// Returns a new TBufferElement for use by the system.
/// </summary>
/// <returns>A new TBufferElement for use by the system.</returns>
public override ParallelSelectorComponent GetBufferElement()
{
return new ParallelSelectorComponent() {
Index = RuntimeIndex,
};
}
/// <summary>
/// Adds the IBufferElementData to the entity.
/// </summary>
/// <param name="world">The world that the entity exists in.</param>
/// <param name="entity">The entity that the IBufferElementData should be assigned to.</param>
/// <param name="gameObject">The GameObject that the entity is attached to.</param>
/// <returns>The index of the element within the buffer.</returns>
public override int AddBufferElement(World world, Entity entity, GameObject gameObject)
{
var index = base.AddBufferElement(world, entity, gameObject);
ComponentUtility.AddInterruptComponents(world.EntityManager, entity);
return index;
}
}
/// <summary>
/// The DOTS data structure for the ParallelSelector class.
/// </summary>
public struct ParallelSelectorComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
[SerializeField] ushort m_Index;
public ushort Index { get => m_Index; set => m_Index = value; }
}
/// <summary>
/// A DOTS tag indicating when a ParallelSelector node is active.
/// </summary>
public struct ParallelSelectorFlag : IComponentData, IEnableableComponent { }
/// <summary>
/// Runs the ParallelSelector logic.
/// </summary>
[DisableAutoCreation]
public partial struct ParallelSelectorTaskSystem : ISystem
{
private EntityQuery m_Query;
private JobHandle m_Dependency;
/// <summary>
/// Builds the query.
/// </summary>
/// <param name="state">THe current SystemState.</param>
private void OnCreate(ref SystemState state)
{
m_Query = SystemAPI.QueryBuilder().WithAllRW<BranchComponent>().WithAllRW<TaskComponent>().WithAllRW<ParallelSelectorComponent>().WithAll<ParallelSelectorFlag, EvaluateFlag>().Build();
}
/// <summary>
/// Creates the job.
/// </summary>
/// <param name="state">The current state of the system.</param>
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
m_Dependency.Complete();
var ecb = SystemAPI.GetSingleton<EndSimulationEntityCommandBufferSystem.Singleton>().CreateCommandBuffer(state.WorldUnmanaged);
state.Dependency = new ParallelSelectorJob()
{
EntityCommandBuffer = ecb.AsParallelWriter()
}.ScheduleParallel(m_Query, state.Dependency);
m_Dependency = state.Dependency;
}
/// <summary>
/// Job which executes the task logic.
/// </summary>
[BurstCompile]
private partial struct ParallelSelectorJob : IJobEntity
{
[Tooltip("CommandBuffer which sets the component data.")]
public EntityCommandBuffer.ParallelWriter EntityCommandBuffer;
/// <summary>
/// Executes the parallel selector logic.
/// </summary>
/// <param name="entity">The entity that is being acted upon.</param>
/// <param name="entityIndex">The index of the entity.</param>
/// <param name="branchComponents">An array of BranchComponents.</param>
/// <param name="taskComponents">An array of TaskComponents.</param>
/// <param name="parallelSelectorComponents">An array of ParallelSelectorComponents.</param>
[BurstCompile]
public void Execute(Entity entity, [EntityIndexInQuery] int entityIndex, ref DynamicBuffer<BranchComponent> branchComponents, ref DynamicBuffer<TaskComponent> taskComponents, ref DynamicBuffer<ParallelSelectorComponent> parallelSelectorComponents)
{
for (int i = 0; i < parallelSelectorComponents.Length; ++i) {
var parallelSelectorComponent = parallelSelectorComponents[i];
var taskComponent = taskComponents[parallelSelectorComponent.Index];
var branchComponent = branchComponents[taskComponent.BranchIndex];
// Do not continue if there will be an interrupt or the branch cannot execute.
if (branchComponent.InterruptType != InterruptType.None || !branchComponent.CanExecute) {
continue;
}
ushort childIndex;
TaskComponent childTaskComponent;
if (taskComponent.Status == TaskStatus.Queued) {
taskComponent.Status = TaskStatus.Running;
taskComponents[taskComponent.Index] = taskComponent;
childIndex = (ushort)(parallelSelectorComponent.Index + 1);
while (childIndex != ushort.MaxValue) {
childTaskComponent = taskComponents[childIndex];
childTaskComponent.Status = TaskStatus.Queued;
taskComponents[childIndex] = childTaskComponent;
var childBranchComponent = branchComponents[childTaskComponent.BranchIndex];
childBranchComponent.NextIndex = childTaskComponent.Index;
branchComponents[childTaskComponent.BranchIndex] = childBranchComponent;
childIndex = taskComponents[childIndex].SiblingIndex;
}
} else if (taskComponent.Status != TaskStatus.Running) {
continue;
}
var childSuccess = false;
var childrenRunning = false;
childIndex = (ushort)(parallelSelectorComponent.Index + 1);
while (childIndex != ushort.MaxValue) {
childTaskComponent = taskComponents[childIndex];
if (childTaskComponent.Status == TaskStatus.Queued || childTaskComponent.Status == TaskStatus.Running) {
childrenRunning = true;
} else if (childTaskComponent.Status == TaskStatus.Failure) {
var childBranchComponent = branchComponents[childTaskComponent.BranchIndex];
if (childBranchComponent.ActiveIndex != ushort.MaxValue) {
childBranchComponent.NextIndex = ushort.MaxValue;
branchComponents[childTaskComponent.BranchIndex] = childBranchComponent;
}
} else if (childTaskComponent.Status == TaskStatus.Success) {
childSuccess = true;
var childBranchComponent = branchComponents[childTaskComponent.BranchIndex];
childBranchComponent.NextIndex = ushort.MaxValue;
branchComponents[childTaskComponent.BranchIndex] = childBranchComponent;
break;
}
childIndex = taskComponents[childIndex].SiblingIndex;
}
// If a single child succeeds then all tasks should be stopped.
if (childSuccess) {
var maxChildIndex = taskComponent.Index + TraversalUtility.GetChildCount(taskComponent.Index, ref taskComponents);
for (ushort j = (ushort)(taskComponent.Index + 1); j <= maxChildIndex; ++j) {
childTaskComponent = taskComponents[j];
if (childTaskComponent.Status == TaskStatus.Running || childTaskComponent.Status == TaskStatus.Queued) {
childTaskComponent.Status = TaskStatus.Failure;
taskComponents[j] = childTaskComponent;
branchComponent = branchComponents[childTaskComponent.BranchIndex];
EntityCommandBuffer.SetComponentEnabled<InterruptedFlag>(entityIndex, entity, true);
if (branchComponent.ActiveIndex == childTaskComponent.Index) {
branchComponent.NextIndex = ushort.MaxValue;
branchComponents[childTaskComponent.BranchIndex] = branchComponent;
}
}
}
} else if (childrenRunning) {
continue;
}
// No more children are running. Resume the parent task.
taskComponent.Status = TaskStatus.Success;
taskComponents[taskComponent.Index] = taskComponent;
branchComponent.NextIndex = taskComponent.ParentIndex;
branchComponents[taskComponent.BranchIndex] = branchComponent;
}
}
}
}
}
#endif

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#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.BehaviorDesigner.Runtime.Utility;
using Opsive.GraphDesigner.Runtime;
using Opsive.Shared.Utility;
using System;
using Unity.Burst;
using Unity.Collections;
using Unity.Entities;
using UnityEngine;
/// <summary>
/// A node representation of the priority selector task.
/// </summary>
[NodeIcon("cea0f2b6cee06a742bb35dcc40202e8e", "744afc2640950e045961296f1d5800d7")]
[Opsive.Shared.Utility.Description("Similar to the selector task, the priority selector task will return success as soon as a child task returns success. " +
"Instead of running the tasks sequentially from left to right within the tree, the priority selector will ask the task what its priority is to determine the order. " +
"The higher priority tasks have a higher chance at being run first.")]
public class PrioritySelector : ECSCompositeTask<PrioritySelectorTaskSystem, PrioritySelectorComponent>, IParentNode, ISavableTask, ICloneable
{
private ushort m_ComponentIndex;
public override ComponentType Flag { get => typeof(PrioritySelectorFlag); }
/// <summary>
/// Returns a new TBufferElement for use by the system.
/// </summary>
/// <returns>A new TBufferElement for use by the system.</returns>
public override PrioritySelectorComponent GetBufferElement()
{
return new PrioritySelectorComponent()
{
Index = RuntimeIndex,
};
}
/// <summary>
/// Adds the IBufferElementData to the entity.
/// </summary>
/// <param name="world">The world that the entity exists in.</param>
/// <param name="entity">The entity that the IBufferElementData should be assigned to.</param>
/// <param name="gameObject">The GameObject that the entity is attached to.</param>
/// <returns>The index of the element within the buffer.</returns>
public override int AddBufferElement(World world, Entity entity, GameObject gameObject)
{
m_ComponentIndex = (ushort)base.AddBufferElement(world, entity, gameObject);
return m_ComponentIndex;
}
/// <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 prioritySelectorComponents = world.EntityManager.GetBuffer<PrioritySelectorComponent>(entity);
var prioritySelectorComponent = prioritySelectorComponents[m_ComponentIndex];
// Save the active child and array order.
var saveData = new object[2];
saveData[0] = prioritySelectorComponent.ActiveRelativeChildIndex;
if (prioritySelectorComponent.Priorities.IsCreated) {
saveData[1] = prioritySelectorComponent.Priorities.ToArray();
}
return saveData;
}
/// <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 prioritySelectorComponents = world.EntityManager.GetBuffer<PrioritySelectorComponent>(entity);
var prioritySelectorComponent = prioritySelectorComponents[m_ComponentIndex];
// saveData is the active child and array order.
var taskSaveData = (object[])saveData;
prioritySelectorComponent.ActiveRelativeChildIndex = (ushort)taskSaveData[0];
if (taskSaveData[1] != null) {
prioritySelectorComponent.Priorities = new NativeArray<PrioritySelectorComponent.PriorityItem>((PrioritySelectorComponent.PriorityItem[])taskSaveData[1], Allocator.Persistent);
}
prioritySelectorComponents[m_ComponentIndex] = prioritySelectorComponent;
}
/// <summary>
/// Creates a deep clone of the component.
/// </summary>
/// <returns>A deep clone of the component.</returns>
public object Clone()
{
var clone = Activator.CreateInstance<PrioritySelector>();
clone.Index = Index;
clone.ParentIndex = ParentIndex;
clone.SiblingIndex = SiblingIndex;
return clone;
}
}
/// <summary>
/// The DOTS data structure for the PrioritySelector class.
/// </summary>
public struct PrioritySelectorComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
public ushort Index;
[Tooltip("The relative index of the child that is currently active.")]
public ushort ActiveRelativeChildIndex;
[Tooltip("The latest priority values for each child task.")]
public NativeArray<PriorityItem> Priorities;
/// <summary>
/// Joins the task index with the priority value.
/// </summary>
public struct PriorityItem : IComparable<PriorityItem>
{
[Tooltip("The index of the task.")]
public ushort TaskIndex;
[Tooltip("The index of the PriorityValueComponent. A value of ushort.MaxValue indicates that there is not a corresponding PriorityValueComponent to this element.")]
public ushort PriorityValueIndex;
[Tooltip("The priority value.")]
public float Value;
/// <summary>
/// Compares the current PriorityItem to the other PriorityItem.
/// </summary>
/// <param name="other">The other PriorityItem.</param>
/// <returns>The comparison between the current PriorityItem and the other PriorityItem.</returns>
public int CompareTo(PriorityItem other)
{
// The higher the value the lower the item is in the array.
return other.Value.CompareTo(Value);
}
}
}
/// <summary>
/// DOTS structure that contains the most recently priority of the task.
/// </summary>
public struct PriorityValueComponent : IBufferElementData
{
[Tooltip("The index of the task.")]
public ushort Index;
[Tooltip("The current priority value. The higher the value the more likely it will be selected.")]
public float Value;
}
/// <summary>
/// A DOTS tag indicating when a PrioritySelector node is active.
/// </summary>
public struct PrioritySelectorFlag : IComponentData, IEnableableComponent { }
/// <summary>
/// Runs the PrioritySelector logic.
/// </summary>
[DisableAutoCreation]
public partial struct PrioritySelectorTaskSystem : ISystem
{
/// <summary>
/// Updates the logic.
/// </summary>
/// <param name="state">The current state of the system.</param>
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
var hasPriorityValueComponent = false;
foreach (var (branchComponents, taskComponents, prioritySelectorComponents, priorityValueComponents) in
SystemAPI.Query<DynamicBuffer<BranchComponent>, DynamicBuffer<TaskComponent>, DynamicBuffer<PrioritySelectorComponent>, DynamicBuffer<PriorityValueComponent>>().WithAll<PrioritySelectorFlag, EvaluateFlag>()) {
hasPriorityValueComponent = true;
for (int i = 0; i < prioritySelectorComponents.Length; ++i) {
var prioritySelectorComponent = prioritySelectorComponents[i];
var taskComponent = taskComponents[prioritySelectorComponent.Index];
var branchComponent = branchComponents[taskComponent.BranchIndex];
// Do not continue if there will be an interrupt or the branch cannot execute.
if (branchComponent.InterruptType != InterruptType.None || !branchComponent.CanExecute) {
continue;
}
var prioritySelectorComponentsBuffer = prioritySelectorComponents;
var taskComponentsBuffer = taskComponents;
var branchComponentBuffer = branchComponents;
if (taskComponent.Status == TaskStatus.Queued) {
taskComponent.Status = TaskStatus.Running;
taskComponentsBuffer[taskComponent.Index] = taskComponent;
// Initialize the priority value array.
NativeArray<PrioritySelectorComponent.PriorityItem> priorities;
if (prioritySelectorComponent.Priorities.Length == 0) {
var childCount = TraversalUtility.GetImmediateChildCount(ref taskComponent, ref taskComponentsBuffer);
priorities = new NativeArray<PrioritySelectorComponent.PriorityItem>(childCount, Allocator.Persistent);
// Match the PriorityValueComponent with the child index.
var childIndex = (ushort)(taskComponent.Index + 1);
for (ushort j = 0; j < childCount; ++j) {
priorities[j] = new PrioritySelectorComponent.PriorityItem() { TaskIndex = childIndex, PriorityValueIndex = ushort.MaxValue, Value = float.MinValue };
for (ushort k = 0; k < priorityValueComponents.Length; ++k) {
var priorityValueComponent = priorityValueComponents[k];
if (priorityValueComponent.Index == childIndex) {
var priorityItem = priorities[j];
priorityItem.PriorityValueIndex = k;
priorities[j] = priorityItem;
break;
}
}
childIndex = taskComponents[childIndex].SiblingIndex;
}
prioritySelectorComponent.Priorities = priorities;
}
// Determine the child order when the task starts.
priorities = prioritySelectorComponent.Priorities;
for (ushort j = 0; j < priorities.Length; ++j) {
var valueIndex = priorities[j].PriorityValueIndex;
// The task may not have a matching PriorityValueComponent.
if (valueIndex == ushort.MaxValue) {
continue;
}
var priorityItem = priorities[j];
priorityItem.Value = priorityValueComponents[valueIndex].Value;
priorities[j] = priorityItem;
}
priorities.Sort();
prioritySelectorComponent.Priorities = priorities;
prioritySelectorComponentsBuffer[i] = prioritySelectorComponent;
prioritySelectorComponent.ActiveRelativeChildIndex = 0;
branchComponent.NextIndex = prioritySelectorComponent.Priorities[prioritySelectorComponent.ActiveRelativeChildIndex].TaskIndex;
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
// Start the child.
var nextChildTaskComponent = taskComponents[branchComponent.NextIndex];
nextChildTaskComponent.Status = TaskStatus.Queued;
taskComponentsBuffer[branchComponent.NextIndex] = nextChildTaskComponent;
} else if (taskComponent.Status != TaskStatus.Running) {
continue;
}
// The prioritySelector task is currently active. Check the first child.
var childTaskComponent = taskComponents[prioritySelectorComponent.Priorities[prioritySelectorComponent.ActiveRelativeChildIndex].TaskIndex];
if (childTaskComponent.Status == TaskStatus.Queued || childTaskComponent.Status == TaskStatus.Running) {
// The child should keep running.
continue;
}
// Switch to the next highest priority. If no more priority values exist the task should act as a normal selector.
if (prioritySelectorComponent.ActiveRelativeChildIndex == prioritySelectorComponent.Priorities.Length - 1 ||
childTaskComponent.Status == TaskStatus.Success) {
// There are no more children or the child succeeded. The selector task should end.
taskComponent.Status = childTaskComponent.Status;
prioritySelectorComponent.ActiveRelativeChildIndex = 0;
taskComponentsBuffer[prioritySelectorComponent.Index] = taskComponent;
branchComponent.NextIndex = taskComponent.ParentIndex;
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
} else {
// The child task returned failure. Move onto the next task.
prioritySelectorComponent.ActiveRelativeChildIndex++;
var nextIndex = prioritySelectorComponent.Priorities[prioritySelectorComponent.ActiveRelativeChildIndex].TaskIndex;
var nextTaskComponent = taskComponents[nextIndex];
nextTaskComponent.Status = TaskStatus.Queued;
taskComponentsBuffer[nextIndex] = nextTaskComponent;
branchComponent.NextIndex = nextIndex;
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
}
prioritySelectorComponentsBuffer[i] = prioritySelectorComponent;
}
}
// Special case where the PrioritySelectorComponent has no PriorityValueComponent children.
if (!hasPriorityValueComponent) {
foreach (var (prioritySelectorComponents, taskComponents, branchComponents) in
SystemAPI.Query<DynamicBuffer<PrioritySelectorComponent>, DynamicBuffer<TaskComponent>, DynamicBuffer<BranchComponent>>().WithAll<PrioritySelectorFlag, EvaluateFlag>()) {
for (int i = 0; i < prioritySelectorComponents.Length; ++i) {
var prioritySelectorComponent = prioritySelectorComponents[i];
var taskComponent = taskComponents[prioritySelectorComponent.Index];
// If there are no values then the selector should return failure.
if (taskComponent.Status == TaskStatus.Queued && prioritySelectorComponent.Priorities.Length == 0) {
taskComponent.Status = TaskStatus.Failure;
var taskComponentsBuffer = taskComponents;
taskComponentsBuffer[prioritySelectorComponent.Index] = taskComponent;
var branchComponent = branchComponents[taskComponent.BranchIndex];
branchComponent.NextIndex = taskComponent.ParentIndex;
var branchComponentBuffer = branchComponents;
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
}
}
}
}
}
/// <summary>
/// The task has been destroyed.
/// </summary>
/// <param name="state">The current state of the system.</param>
private void OnDestroy(ref SystemState state)
{
foreach (var prioritySelectorComponents in SystemAPI.Query<DynamicBuffer<PrioritySelectorComponent>>()) {
for (int i = 0; i < prioritySelectorComponents.Length; ++i) {
prioritySelectorComponents[i].Priorities.Dispose();
}
}
}
}
}
#endif

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#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.BehaviorDesigner.Runtime.Utility;
using Opsive.GraphDesigner.Runtime;
using Opsive.Shared.Utility;
using Unity.Collections;
using Unity.Entities;
using Unity.Burst;
using UnityEngine;
using System;
/// <summary>
/// A node representation of the random selector task.
/// </summary>
[NodeIcon("d7c1e0f5830316e449df8a35561df859", "7638e4bc5a1f4cd488801902387ec5ea")]
[Opsive.Shared.Utility.Description("Similar to the selector task, the random selector task will return success as soon as a child task returns success. " +
"The difference is that the random selector class will run its children in a random order. The selector task is deterministic " +
"in that it will always run the tasks from left to right within the tree. The random selector task shuffles the child tasks up and then begins " +
"execution in a random order. Other than that the random selector class is the same as the selector class. It will continue running tasks " +
"until a task completes successfully. If no child tasks return success then it will return failure.")]
public class RandomSelector : ECSCompositeTask<RandomSelectorTaskSystem, RandomSelectorComponent>, IParentNode, IConditionalAbortParent, IInterruptResponder, ISavableTask, ICloneable
{
[Tooltip("Specifies how the child conditional tasks should be reevaluated.")]
[SerializeField] ConditionalAbortType m_AbortType;
[Tooltip("The seed of the random number generator. Set to 0 to use the entity index as the seed.")]
[SerializeField] uint m_Seed;
private ushort m_ComponentIndex;
public ConditionalAbortType AbortType { get => m_AbortType; set => m_AbortType = value; }
public uint Seed { get => m_Seed; set => m_Seed = value; }
public override ComponentType Flag { get => typeof(RandomSelectorFlag); }
public Type InterruptSystemType { get => typeof(RandomSelectorInterruptSystem); }
/// <summary>
/// Returns a new TBufferElement for use by the system.
/// </summary>
/// <returns>A new TBufferElement for use by the system.</returns>
public override RandomSelectorComponent GetBufferElement()
{
return new RandomSelectorComponent()
{
Index = RuntimeIndex,
Seed = m_Seed,
};
}
/// <summary>
/// Adds the IBufferElementData to the entity.
/// </summary>
/// <param name="world">The world that the entity exists in.</param>
/// <param name="entity">The entity that the IBufferElementData should be assigned to.</param>
/// <param name="gameObject">The GameObject that the entity is attached to.</param>
/// <returns>The index of the element within the buffer.</returns>
public override int AddBufferElement(World world, Entity entity, GameObject gameObject)
{
m_ComponentIndex = (ushort)base.AddBufferElement(world, entity, gameObject);
return m_ComponentIndex;
}
/// <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 randomSelectorComponents = world.EntityManager.GetBuffer<RandomSelectorComponent>(entity);
var randomSelectorComponent = randomSelectorComponents[m_ComponentIndex];
// Save the active child and array order.
var saveData = new object[2];
saveData[0] = randomSelectorComponent.ActiveRelativeChildIndex;
if (randomSelectorComponent.TaskOrder.IsCreated) {
var taskOrder = randomSelectorComponent.TaskOrder.Value.Indicies.ToArray();
saveData[1] = taskOrder;
}
return saveData;
}
/// <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 randomSelectorComponents = world.EntityManager.GetBuffer<RandomSelectorComponent>(entity);
var randomSelectorComponent = randomSelectorComponents[m_ComponentIndex];
// saveData is the active child and array order.
var taskSaveData = (object[])saveData;
randomSelectorComponent.ActiveRelativeChildIndex = (ushort)taskSaveData[0];
if (taskSaveData[1] != null) {
var taskOrder = (ushort[])taskSaveData[1];
var builder = new BlobBuilder(Allocator.Temp);
ref var root = ref builder.ConstructRoot<IndiciesBlob>();
var orderArray = builder.Allocate(ref root.Indicies, taskOrder.Length);
for (int i = 0; i < taskOrder.Length; i++) {
orderArray[i] = taskOrder[i];
}
randomSelectorComponent.TaskOrder = builder.CreateBlobAssetReference<IndiciesBlob>(Allocator.Persistent);
builder.Dispose();
}
randomSelectorComponents[m_ComponentIndex] = randomSelectorComponent;
}
/// <summary>
/// Creates a deep clone of the component.
/// </summary>
/// <returns>A deep clone of the component.</returns>
public object Clone()
{
var clone = Activator.CreateInstance<RandomSelector>();
clone.Index = Index;
clone.ParentIndex = ParentIndex;
clone.SiblingIndex = SiblingIndex;
clone.AbortType = AbortType;
return clone;
}
}
/// <summary>
/// The DOTS data structure for the RandomSelector class.
/// </summary>
public struct RandomSelectorComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
public ushort Index;
[Tooltip("The relative index of the child that is currently active.")]
public ushort ActiveRelativeChildIndex;
[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 indicies of the child task execution order.")]
public BlobAssetReference<IndiciesBlob> TaskOrder;
}
/// <summary>
/// A DOTS tag indicating when a RandomSelector node is active.
/// </summary>
public struct RandomSelectorFlag : IComponentData, IEnableableComponent { }
/// <summary>
/// Runs the RandomSelector logic.
/// </summary>
[DisableAutoCreation]
public partial struct RandomSelectorTaskSystem : ISystem
{
/// <summary>
/// Updates the logic.
/// </summary>
/// <param name="state">The current state of the system.</param>
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
foreach (var (branchComponents, taskComponents, randomSelectorComponents, entity) in
SystemAPI.Query<DynamicBuffer<BranchComponent>, DynamicBuffer<TaskComponent>, DynamicBuffer<RandomSelectorComponent>>().WithAll<RandomSelectorFlag, EvaluateFlag>().WithEntityAccess()) {
for (int i = 0; i < randomSelectorComponents.Length; ++i) {
var randomSelectorComponent = randomSelectorComponents[i];
var taskComponent = taskComponents[randomSelectorComponent.Index];
var branchComponent = branchComponents[taskComponent.BranchIndex];
// Do not continue if there will be an interrupt or the branch cannot execute.
if (branchComponent.InterruptType != InterruptType.None || !branchComponent.CanExecute) {
continue;
}
var randomSelectorComponentsBuffer = randomSelectorComponents;
var taskComponentsBuffer = taskComponents;
var branchComponentBuffer = branchComponents;
if (taskComponent.Status == TaskStatus.Queued) {
taskComponent.Status = TaskStatus.Running;
taskComponentsBuffer[taskComponent.Index] = taskComponent;
// Initialize the task order array.
if (!randomSelectorComponent.TaskOrder.IsCreated) {
var childCount = TraversalUtility.GetImmediateChildCount(ref taskComponent, ref taskComponentsBuffer);
var builder = new BlobBuilder(Allocator.Temp);
ref var root = ref builder.ConstructRoot<IndiciesBlob>();
var orderArray = builder.Allocate(ref root.Indicies, childCount);
var childIndex = taskComponent.Index + 1;
for (int j = 0; j < childCount; ++j) {
orderArray[j] = (ushort)childIndex;
childIndex = taskComponents[childIndex].SiblingIndex;
}
randomSelectorComponent.TaskOrder = builder.CreateBlobAssetReference<IndiciesBlob>(Allocator.Persistent);
builder.Dispose();
}
// Generate a new random number seed for each entity.
if (randomSelectorComponent.RandomNumberGenerator.state == 0) {
randomSelectorComponent.RandomNumberGenerator = Unity.Mathematics.Random.CreateFromIndex(randomSelectorComponent.Seed != 0 ? randomSelectorComponent.Seed : (uint)entity.Index);
}
// Use fisher-yates to shuffle the array in place.
ref var initialTaskOrder = ref randomSelectorComponent.TaskOrder.Value.Indicies;
var index = initialTaskOrder.Length;
while (index != 0) {
var randomUnitFloat = randomSelectorComponent.RandomNumberGenerator.NextFloat();
var randomIndex = (int)Unity.Mathematics.math.floor(randomUnitFloat * index);
index--;
var element = initialTaskOrder[randomIndex];
initialTaskOrder[randomIndex] = initialTaskOrder[index];
initialTaskOrder[index] = element;
}
randomSelectorComponent.ActiveRelativeChildIndex = 0;
randomSelectorComponentsBuffer[i] = randomSelectorComponent;
branchComponent.NextIndex = initialTaskOrder[randomSelectorComponent.ActiveRelativeChildIndex];
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
// The child may have already ran and have a non-inactive status.
var nextChildTaskComponent = taskComponents[branchComponent.NextIndex];
nextChildTaskComponent.Status = TaskStatus.Queued;
taskComponentsBuffer[branchComponent.NextIndex] = nextChildTaskComponent;
} else if (taskComponent.Status != TaskStatus.Running) {
continue;
}
// The randomSelector task is currently active. Check the first child.
ref var taskOrder = ref randomSelectorComponent.TaskOrder.Value.Indicies;
var childTaskComponent = taskComponents[taskOrder[randomSelectorComponent.ActiveRelativeChildIndex]];
if (childTaskComponent.Status == TaskStatus.Queued || childTaskComponent.Status == TaskStatus.Running) {
// The child should keep running.
continue;
}
if (randomSelectorComponent.ActiveRelativeChildIndex == taskOrder.Length - 1 || childTaskComponent.Status == TaskStatus.Success) {
// There are no more children or the child succeeded. The random selector task should end. A task status of inactive indicates the last task was disabled. Return failure.
taskComponent.Status = childTaskComponent.Status != TaskStatus.Inactive ? childTaskComponent.Status : TaskStatus.Failure;
randomSelectorComponent.ActiveRelativeChildIndex = 0;
taskComponentsBuffer[randomSelectorComponent.Index] = taskComponent;
branchComponent.NextIndex = taskComponent.ParentIndex;
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
} else {
// The child task returned failure. Move onto the next task.
randomSelectorComponent.ActiveRelativeChildIndex++;
var nextIndex = taskOrder[randomSelectorComponent.ActiveRelativeChildIndex];
var nextTaskComponent = taskComponents[nextIndex];
nextTaskComponent.Status = TaskStatus.Queued;
taskComponentsBuffer[nextIndex] = nextTaskComponent;
branchComponent.NextIndex = nextIndex;
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
}
randomSelectorComponentsBuffer[i] = randomSelectorComponent;
}
}
}
/// <summary>
/// The task has been destroyed.
/// </summary>
/// <param name="state">The current state of the system.</param>
private void OnDestroy(ref SystemState state)
{
foreach (var randomSelectorComponents in SystemAPI.Query<DynamicBuffer<RandomSelectorComponent>>()) {
for (int i = 0; i < randomSelectorComponents.Length; ++i) {
var randomSelectorComponent = randomSelectorComponents[i];
if (randomSelectorComponent.TaskOrder.IsCreated) {
randomSelectorComponent.TaskOrder.Dispose();
}
}
}
}
}
/// <summary>
/// An interrupt has occurred. Ensure the task state is correct after the interruption.
/// </summary>
[DisableAutoCreation]
public partial struct RandomSelectorInterruptSystem : 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, randomSelectorComponents) in
SystemAPI.Query<DynamicBuffer<TaskComponent>, DynamicBuffer<RandomSelectorComponent>>().WithAll<InterruptFlag>()) {
for (int i = 0; i < randomSelectorComponents.Length; ++i) {
var randomSelectorComponent = randomSelectorComponents[i];
// The active child will have a non-running status if it has been interrupted.
var taskComponent = taskComponents[randomSelectorComponent.Index];
if (taskComponent.Status == TaskStatus.Running && taskComponents[randomSelectorComponent.TaskOrder.Value.Indicies[randomSelectorComponent.ActiveRelativeChildIndex]].Status != TaskStatus.Running) {
ushort relativeChildIndex = 0;
// Find the currently active task.
while (taskComponents[randomSelectorComponent.TaskOrder.Value.Indicies[relativeChildIndex]].Status != TaskStatus.Running) {
relativeChildIndex++;
}
randomSelectorComponent.ActiveRelativeChildIndex = relativeChildIndex;
var randomSelectorBuffer = randomSelectorComponents;
randomSelectorBuffer[i] = randomSelectorComponent;
}
}
}
}
}
}
#endif

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#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.BehaviorDesigner.Runtime.Utility;
using Opsive.GraphDesigner.Runtime;
using Opsive.Shared.Utility;
using Unity.Collections;
using Unity.Entities;
using Unity.Burst;
using UnityEngine;
using System;
/// <summary>
/// A node representation of the random sequence task.
/// </summary>
[NodeIcon("edb30349221143a408c76da55a6aa809", "cfb9039832ed52748b617bde070898dc")]
[Opsive.Shared.Utility.Description("Similar to the sequence task, the random sequence task will return success as soon as every child task returns success. " +
"The difference is that the random sequence class will run its children in a random order. The sequence task is deterministic " +
"in that it will always run the tasks from left to right within the tree. The random sequence task shuffles the child tasks up and then begins " +
"execution in a random order. Other than that the random sequence class is the same as the sequence class. It will stop running tasks " +
"as soon as a single task ends in failure. On a task failure it will stop executing all of the child tasks and return failure. " +
"If no child returns failure then it will return success.")]
public class RandomSequence : ECSCompositeTask<RandomSequenceTaskSystem, RandomSequenceComponent>, IParentNode, IConditionalAbortParent, IInterruptResponder, ISavableTask, ICloneable
{
[Tooltip("Specifies how the child conditional tasks should be reevaluated.")]
[SerializeField] ConditionalAbortType m_AbortType;
[Tooltip("The seed of the random number generator. Set to 0 to use the entity index as the seed.")]
[SerializeField] uint m_Seed;
private ushort m_ComponentIndex;
public ConditionalAbortType AbortType { get => m_AbortType; set => m_AbortType = value; }
public uint Seed { get => m_Seed; set => m_Seed = value; }
public override ComponentType Flag { get => typeof(RandomSequenceFlag); }
public Type InterruptSystemType { get => typeof(RandomSequenceInterruptSystem); }
/// <summary>
/// Returns a new TBufferElement for use by the system.
/// </summary>
/// <returns>A new TBufferElement for use by the system.</returns>
public override RandomSequenceComponent GetBufferElement()
{
return new RandomSequenceComponent()
{
Index = RuntimeIndex,
Seed = m_Seed,
};
}
/// <summary>
/// Adds the IBufferElementData to the entity.
/// </summary>
/// <param name="world">The world that the entity exists in.</param>
/// <param name="entity">The entity that the IBufferElementData should be assigned to.</param>
/// <param name="gameObject">The GameObject that the entity is attached to.</param>
/// <returns>The index of the element within the buffer.</returns>
public override int AddBufferElement(World world, Entity entity, GameObject gameObject)
{
m_ComponentIndex = (ushort)base.AddBufferElement(world, entity, gameObject);
return m_ComponentIndex;
}
/// <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 randomSequenceComponents = world.EntityManager.GetBuffer<RandomSequenceComponent>(entity);
var randomSequenceComponent = randomSequenceComponents[m_ComponentIndex];
// Save the active child and array order.
var saveData = new object[2];
saveData[0] = randomSequenceComponent.ActiveRelativeChildIndex;
if (randomSequenceComponent.TaskOrder.IsCreated) {
var taskOrder = randomSequenceComponent.TaskOrder.Value.Indicies.ToArray();
saveData[1] = taskOrder;
}
return saveData;
}
/// <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 randomSequenceComponents = world.EntityManager.GetBuffer<RandomSequenceComponent>(entity);
var randomSequenceComponent = randomSequenceComponents[m_ComponentIndex];
// saveData is the active child and array order.
var taskSaveData = (object[])saveData;
randomSequenceComponent.ActiveRelativeChildIndex = (ushort)taskSaveData[0];
if (taskSaveData[1] != null) {
var taskOrder = (ushort[])taskSaveData[1];
var builder = new BlobBuilder(Allocator.Temp);
ref var root = ref builder.ConstructRoot<IndiciesBlob>();
var orderArray = builder.Allocate(ref root.Indicies, taskOrder.Length);
for (int i = 0; i < taskOrder.Length; i++) {
orderArray[i] = taskOrder[i];
}
randomSequenceComponent.TaskOrder = builder.CreateBlobAssetReference<IndiciesBlob>(Allocator.Persistent);
builder.Dispose();
}
randomSequenceComponents[m_ComponentIndex] = randomSequenceComponent;
}
/// <summary>
/// Creates a deep clone of the component.
/// </summary>
/// <returns>A deep clone of the component.</returns>
public object Clone()
{
var clone = Activator.CreateInstance<RandomSequence>();
clone.Index = Index;
clone.ParentIndex = ParentIndex;
clone.SiblingIndex = SiblingIndex;
clone.AbortType = AbortType;
return clone;
}
}
/// <summary>
/// The DOTS data structure for the RandomSequence class.
/// </summary>
public struct RandomSequenceComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
public ushort Index;
[Tooltip("The relative index of the child that is currently active.")]
public ushort ActiveRelativeChildIndex;
[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 indicies of the child task execution order.")]
public BlobAssetReference<IndiciesBlob> TaskOrder;
}
/// <summary>
/// A DOTS tag indicating when a RandomSequence node is active.
/// </summary>
public struct RandomSequenceFlag : IComponentData, IEnableableComponent { }
/// <summary>
/// Runs the RandomSequence logic.
/// </summary>
[DisableAutoCreation]
public partial struct RandomSequenceTaskSystem : ISystem
{
/// <summary>
/// Updates the logic.
/// </summary>
/// <param name="state">The current state of the system.</param>
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
foreach (var (branchComponents, taskComponents, randomSequenceComponents, entity) in
SystemAPI.Query<DynamicBuffer<BranchComponent>, DynamicBuffer<TaskComponent>, DynamicBuffer<RandomSequenceComponent>>().WithAll<RandomSequenceFlag, EvaluateFlag>().WithEntityAccess()) {
for (int i = 0; i < randomSequenceComponents.Length; ++i) {
var randomSequenceComponent = randomSequenceComponents[i];
var taskComponent = taskComponents[randomSequenceComponent.Index];
var branchComponent = branchComponents[taskComponent.BranchIndex];
// Do not continue if there will be an interrupt or the branch cannot execute.
if (branchComponent.InterruptType != InterruptType.None || !branchComponent.CanExecute) {
continue;
}
var randomSequenceComponentsBuffer = randomSequenceComponents;
var taskComponentsBuffer = taskComponents;
var branchComponentBuffer = branchComponents;
if (taskComponent.Status == TaskStatus.Queued) {
taskComponent.Status = TaskStatus.Running;
taskComponentsBuffer[taskComponent.Index] = taskComponent;
// Initialize the task order array.
if (!randomSequenceComponent.TaskOrder.IsCreated) {
var childCount = TraversalUtility.GetImmediateChildCount(ref taskComponent, ref taskComponentsBuffer);
var builder = new BlobBuilder(Allocator.Temp);
ref var root = ref builder.ConstructRoot<IndiciesBlob>();
var orderArray = builder.Allocate(ref root.Indicies, childCount);
var childIndex = taskComponent.Index + 1;
for (int j = 0; j < childCount; ++j) {
orderArray[j] = (ushort)childIndex;
childIndex = taskComponents[childIndex].SiblingIndex;
}
randomSequenceComponent.TaskOrder = builder.CreateBlobAssetReference<IndiciesBlob>(Allocator.Persistent);
builder.Dispose();
}
// Generate a new random number seed for each entity.
if (randomSequenceComponent.RandomNumberGenerator.state == 0) {
randomSequenceComponent.RandomNumberGenerator = Unity.Mathematics.Random.CreateFromIndex(randomSequenceComponent.Seed != 0 ? randomSequenceComponent.Seed : (uint)entity.Index);
}
// Use fisher-yates to shuffle the array in place.
ref var initialTaskOrder = ref randomSequenceComponent.TaskOrder.Value.Indicies;
var index = initialTaskOrder.Length;
while (index != 0) {
var randomUnitFloat = randomSequenceComponent.RandomNumberGenerator.NextFloat();
var randomIndex = (int)Unity.Mathematics.math.floor(randomUnitFloat * index);
index--;
var element = initialTaskOrder[randomIndex];
initialTaskOrder[randomIndex] = initialTaskOrder[index];
initialTaskOrder[index] = element;
}
randomSequenceComponent.ActiveRelativeChildIndex = 0;
randomSequenceComponentsBuffer[i] = randomSequenceComponent;
branchComponent.NextIndex = initialTaskOrder[randomSequenceComponent.ActiveRelativeChildIndex];
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
// Start the child.
var nextChildTaskComponent = taskComponents[branchComponent.NextIndex];
nextChildTaskComponent.Status = TaskStatus.Queued;
taskComponentsBuffer[branchComponent.NextIndex] = nextChildTaskComponent;
} else if (taskComponent.Status != TaskStatus.Running) {
continue;
}
// The randomSequence task is currently active. Check the first child.
ref var taskOrder = ref randomSequenceComponent.TaskOrder.Value.Indicies;
var childTaskComponent = taskComponents[taskOrder[randomSequenceComponent.ActiveRelativeChildIndex]];
if (childTaskComponent.Status == TaskStatus.Queued || childTaskComponent.Status == TaskStatus.Running) {
// The child should keep running.
continue;
}
if (randomSequenceComponent.ActiveRelativeChildIndex == taskOrder.Length - 1 || childTaskComponent.Status == TaskStatus.Failure) {
// There are no more children or the child failed. The random 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;
randomSequenceComponent.ActiveRelativeChildIndex = 0;
taskComponentsBuffer[randomSequenceComponent.Index] = taskComponent;
branchComponent.NextIndex = taskComponent.ParentIndex;
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
} else {
// The child task returned success. Move onto the next task.
randomSequenceComponent.ActiveRelativeChildIndex++;
var nextIndex = taskOrder[randomSequenceComponent.ActiveRelativeChildIndex];
var nextTaskComponent = taskComponents[nextIndex];
nextTaskComponent.Status = TaskStatus.Queued;
taskComponentsBuffer[nextIndex] = nextTaskComponent;
branchComponent.NextIndex = nextIndex;
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
}
randomSequenceComponentsBuffer[i] = randomSequenceComponent;
}
}
}
/// <summary>
/// The task has been destroyed.
/// </summary>
/// <param name="state">The current state of the system.</param>
private void OnDestroy(ref SystemState state)
{
foreach (var randomSequenceComponents in SystemAPI.Query<DynamicBuffer<RandomSequenceComponent>>()) {
for (int i = 0; i < randomSequenceComponents.Length; ++i) {
var randomSequenceComponent = randomSequenceComponents[i];
if (randomSequenceComponent.TaskOrder.IsCreated) {
randomSequenceComponent.TaskOrder.Dispose();
}
}
}
}
}
/// <summary>
/// An interrupt has occurred. Ensure the task state is correct after the interruption.
/// </summary>
[DisableAutoCreation]
public partial struct RandomSequenceInterruptSystem : 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, randomSequenceComponents) in
SystemAPI.Query<DynamicBuffer<TaskComponent>, DynamicBuffer<RandomSequenceComponent>>().WithAll<InterruptFlag>()) {
for (int i = 0; i < randomSequenceComponents.Length; ++i) {
var randomSequenceComponent = randomSequenceComponents[i];
// The active child will have a non-running status if it has been interrupted.
var taskComponent = taskComponents[randomSequenceComponent.Index];
if (taskComponent.Status == TaskStatus.Running && taskComponents[randomSequenceComponent.TaskOrder.Value.Indicies[randomSequenceComponent.ActiveRelativeChildIndex]].Status != TaskStatus.Running) {
ushort relativeChildIndex = 0;
// Find the currently active task.
while (taskComponents[randomSequenceComponent.TaskOrder.Value.Indicies[relativeChildIndex]].Status != TaskStatus.Running) {
relativeChildIndex++;
}
randomSequenceComponent.ActiveRelativeChildIndex = relativeChildIndex;
var randomSequenceBuffer = randomSequenceComponents;
randomSequenceBuffer[i] = randomSequenceComponent;
}
}
}
}
}
}
#endif

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#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.Entities;
using Unity.Burst;
using UnityEngine;
using System;
/// <summary>
/// A node representation of the selector task.
/// </summary>
[NodeIcon("4c3d0559a9ebc604e88b16e9a3fdfa05", "de3acf0e386a26246b8bc999b1ef8e32")]
[Opsive.Shared.Utility.Description("The selector task is similar to an \"or\" operation. It will return success as soon as one of its child tasks return success. " +
"If a child task returns failure then it will sequentially run the next task. If no child task returns success then it will return failure.")]
public class Selector : ECSCompositeTask<SelectorTaskSystem, SelectorComponent>, IParentNode, IConditionalAbortParent, IInterruptResponder, ISavableTask, ICloneable
{
[Tooltip("Specifies how the child conditional tasks should be reevaluated.")]
[SerializeField] ConditionalAbortType m_AbortType;
private ushort m_ComponentIndex;
public ConditionalAbortType AbortType { get => m_AbortType; set => m_AbortType = value; }
public Type InterruptSystemType { get => typeof(SelectorInterruptSystem); }
/// <summary>
/// The type of tag that should be enabled when the task is running.
/// </summary>
public override ComponentType Flag { get => typeof(SelectorFlag); }
/// <summary>
/// Returns a new TBufferElement for use by the system.
/// </summary>
/// <returns>A new TBufferElement for use by the system.</returns>
public override SelectorComponent GetBufferElement()
{
return new SelectorComponent() {
Index = RuntimeIndex,
};
}
/// <summary>
/// Adds the IBufferElementData to the entity.
/// </summary>
/// <param name="world">The world that the entity exists in.</param>
/// <param name="entity">The entity that the IBufferElementData should be assigned to.</param>
/// <param name="gameObject">The GameObject that the entity is attached to.</param>
/// <returns>The index of the element within the buffer.</returns>
public override int AddBufferElement(World world, Entity entity, GameObject gameObject)
{
m_ComponentIndex = (ushort)base.AddBufferElement(world, entity, gameObject);
return m_ComponentIndex;
}
/// <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 selectorComponents = world.EntityManager.GetBuffer<SelectorComponent>(entity);
var selectorComponent = selectorComponents[m_ComponentIndex];
// Save the active child.
return selectorComponent.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 selectorComponents = world.EntityManager.GetBuffer<SelectorComponent>(entity);
var selectorComponent = selectorComponents[m_ComponentIndex];
// saveData is the active child.
selectorComponent.ActiveChildIndex = (ushort)saveData;
selectorComponents[m_ComponentIndex] = selectorComponent;
}
/// <summary>
/// Creates a deep clone of the component.
/// </summary>
/// <returns>A deep clone of the component.</returns>
public object Clone()
{
var clone = Activator.CreateInstance<Selector>();
clone.Index = Index;
clone.ParentIndex = ParentIndex;
clone.SiblingIndex = SiblingIndex;
clone.AbortType = AbortType;
return clone;
}
}
/// <summary>
/// The DOTS data structure for the Selector class.
/// </summary>
public struct SelectorComponent : 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 Selector node is active.
/// </summary>
public struct SelectorFlag : IComponentData, IEnableableComponent { }
/// <summary>
/// Runs the Selector logic.
/// </summary>
[DisableAutoCreation]
public partial struct SelectorTaskSystem : 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<SelectorComponent>().WithAll<SelectorFlag, EvaluateFlag>().Build();
state.Dependency = new SelectorJob().ScheduleParallel(query, state.Dependency);
}
/// <summary>
/// Job which executes the task logic.
/// </summary>
[BurstCompile]
private partial struct SelectorJob : IJobEntity
{
/// <summary>
/// Executes the selector logic.
/// </summary>
/// <param name="branchComponents">An array of BranchComponents.</param>
/// <param name="taskComponents">An array of TaskComponents.</param>
/// <param name="selectorComponents">An array of SelectorComponents.</param>
[BurstCompile]
public void Execute(ref DynamicBuffer<BranchComponent> branchComponents, ref DynamicBuffer<TaskComponent> taskComponents, ref DynamicBuffer<SelectorComponent> selectorComponents)
{
for (int i = 0; i < selectorComponents.Length; ++i) {
var selectorComponent = selectorComponents[i];
var taskComponent = taskComponents[selectorComponent.Index];
var branchComponent = branchComponents[taskComponent.BranchIndex];
// Do not continue if there will be an interrupt or the branch cannot execute.
if (branchComponent.InterruptType != InterruptType.None || !branchComponent.CanExecute) {
continue;
}
if (taskComponent.Status == TaskStatus.Queued) {
taskComponent.Status = TaskStatus.Running;
taskComponents[taskComponent.Index] = taskComponent;
selectorComponent.ActiveChildIndex = (ushort)(taskComponent.Index + 1);
selectorComponents[i] = selectorComponent;
branchComponent.NextIndex = selectorComponent.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 selector task is currently active. Check the first child.
var childTaskComponent = taskComponents[selectorComponent.ActiveChildIndex];
if (childTaskComponent.Status == TaskStatus.Queued || childTaskComponent.Status == TaskStatus.Running) {
// The child should keep running.
continue;
}
if (childTaskComponent.SiblingIndex == ushort.MaxValue || childTaskComponent.Status == TaskStatus.Success) {
// There are no more children or the child succeeded. The selector task should end. A task status of inactive indicates the last task was disabled. Return failure.
taskComponent.Status = childTaskComponent.Status != TaskStatus.Inactive ? childTaskComponent.Status : TaskStatus.Failure;
selectorComponent.ActiveChildIndex = (ushort)(selectorComponent.Index + 1);
taskComponents[selectorComponent.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.
selectorComponent.ActiveChildIndex = childTaskComponent.SiblingIndex;
branchComponent.NextIndex = selectorComponent.ActiveChildIndex;
branchComponents[taskComponent.BranchIndex] = branchComponent;
}
selectorComponents[i] = selectorComponent;
}
}
}
}
/// <summary>
/// An interrupt has occurred. Ensure the task state is correct after the interruption.
/// </summary>
[DisableAutoCreation]
public partial struct SelectorInterruptSystem : 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, selectorComponents) in
SystemAPI.Query<DynamicBuffer<TaskComponent>, DynamicBuffer<SelectorComponent>>().WithAll<InterruptFlag>()) {
for (int i = 0; i < selectorComponents.Length; ++i) {
var selectorComponent = selectorComponents[i];
// The active child will have a non-running status if it has been interrupted.
if (taskComponents[selectorComponent.ActiveChildIndex].Status != TaskStatus.Running) {
var childIndex = (ushort)(selectorComponent.Index + 1);
// Find the currently active task.
while (childIndex != ushort.MaxValue && taskComponents[childIndex].Status != TaskStatus.Running) {
childIndex = taskComponents[childIndex].SiblingIndex;
}
if (childIndex != ushort.MaxValue) {
selectorComponent.ActiveChildIndex = childIndex;
}
var selectorBuffer = selectorComponents;
selectorBuffer[i] = selectorComponent;
}
}
}
}
}
}
#endif

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#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")]
[Opsive.Shared.Utility.Description("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 class Sequence : ECSCompositeTask<SequenceTaskSystem, SequenceComponent>, IParentNode, IConditionalAbortParent, IInterruptResponder, ISavableTask, ICloneable
{
[Tooltip("Specifies how the child conditional tasks should be reevaluated.")]
[SerializeField] ConditionalAbortType m_AbortType;
private ushort m_ComponentIndex;
public ConditionalAbortType AbortType { get => m_AbortType; set => m_AbortType = value; }
public Type InterruptSystemType { get => typeof(SequenceInterruptSystem); }
/// <summary>
/// The type of tag that should be enabled when the task is running.
/// </summary>
public override ComponentType Flag { get => typeof(SequenceFlag); }
/// <summary>
/// Returns a new TBufferElement for use by the system.
/// </summary>
/// <returns>A new TBufferElement for use by the system.</returns>
public override SequenceComponent GetBufferElement()
{
return new SequenceComponent() {
Index = RuntimeIndex,
};
}
/// <summary>
/// Adds the IBufferElementData to the entity.
/// </summary>
/// <param name="world">The world that the entity exists in.</param>
/// <param name="entity">The entity that the IBufferElementData should be assigned to.</param>
/// <param name="gameObject">The GameObject that the entity is attached to.</param>
/// <returns>The index of the element within the buffer.</returns>
public override int AddBufferElement(World world, Entity entity, GameObject gameObject)
{
m_ComponentIndex = (ushort)base.AddBufferElement(world, entity, gameObject);
return m_ComponentIndex;
}
/// <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 SequenceFlag : 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<SequenceFlag, EvaluateFlag>().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 or the branch cannot execute.
if (branchComponent.InterruptType != InterruptType.None || !branchComponent.CanExecute) {
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<InterruptFlag>()) {
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

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#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.BehaviorDesigner.Runtime.Utility;
using Opsive.GraphDesigner.Runtime;
using Opsive.Shared.Utility;
using Unity.Collections;
using Unity.Entities;
using Unity.Burst;
using UnityEngine;
using System;
/// <summary>
/// A node representation of the utility selector task.
/// </summary>
[NodeIcon("9d36cd363c3e08246a6e9eaf5ad99d69", "db3d0b77c7f9e0b4f9157aa03178836a")]
[Opsive.Shared.Utility.Description("The utility selector task evaluates the child tasks using Utility Theory AI. The child task can return the utility value " +
"at that particular time. The task with the highest utility value will be selected and the existing running task will be aborted. The utility selector " +
"task reevaluates its children every tick.")]
public class UtilitySelector : ECSCompositeTask<UtilitySelectorTaskSystem, UtilitySelectorComponent>, IParentNode, ISavableTask, ICloneable
{
private ushort m_ComponentIndex;
public override ComponentType Flag { get => typeof(UtilitySelectorFlag); }
/// <summary>
/// Returns a new TBufferElement for use by the system.
/// </summary>
/// <returns>A new TBufferElement for use by the system.</returns>
public override UtilitySelectorComponent GetBufferElement()
{
return new UtilitySelectorComponent()
{
Index = RuntimeIndex,
};
}
/// <summary>
/// Adds the IBufferElementData to the entity.
/// </summary>
/// <param name="world">The world that the entity exists in.</param>
/// <param name="entity">The entity that the IBufferElementData should be assigned to.</param>
/// <param name="gameObject">The GameObject that the entity is attached to.</param>
/// <returns>The index of the element within the buffer.</returns>
public override int AddBufferElement(World world, Entity entity, GameObject gameObject)
{
m_ComponentIndex = (ushort)base.AddBufferElement(world, entity, gameObject);
ComponentUtility.AddInterruptComponents(world.EntityManager, entity);
return m_ComponentIndex;
}
/// <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 utilitySelectorComponents = world.EntityManager.GetBuffer<UtilitySelectorComponent>(entity);
var utilitySelectorComponent = utilitySelectorComponents[m_ComponentIndex];
// Save the active child.
return utilitySelectorComponent.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 utilitySelectorComponents = world.EntityManager.GetBuffer<UtilitySelectorComponent>(entity);
var utilitySelectorComponent = utilitySelectorComponents[m_ComponentIndex];
// saveData is the active child index.
utilitySelectorComponent.ActiveChildIndex = (ushort)saveData;
utilitySelectorComponents[m_ComponentIndex] = utilitySelectorComponent;
}
/// <summary>
/// Creates a deep clone of the component.
/// </summary>
/// <returns>A deep clone of the component.</returns>
public object Clone()
{
var clone = Activator.CreateInstance<UtilitySelector>();
clone.Index = Index;
clone.ParentIndex = ParentIndex;
clone.SiblingIndex = SiblingIndex;
return clone;
}
}
/// <summary>
/// The DOTS data structure for the UtilitySelector class.
/// </summary>
public struct UtilitySelectorComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
public ushort Index;
[Tooltip("The index of the child that is currently active.")]
public ushort ActiveChildIndex;
[Tooltip("The index of the UtilityValueComponent that corresponds to each child.")]
public NativeArray<UtilityItem> UtilityItems;
/// <summary>
/// A mapping between the UnityValueComponent and the task.
/// </summary>
public struct UtilityItem
{
[Tooltip("The index of the task.")]
public ushort TaskIndex;
[Tooltip("The index of the UtilityValueComponent.")]
public ushort UtilityValueIndex;
[Tooltip("Can the task continue to exectute?")]
public bool CanExecute;
}
}
/// <summary>
/// DOTS structure that contains the most recently utility of the task.
/// </summary>
public struct UtilityValueComponent : IBufferElementData
{
[Tooltip("The index of the task.")]
public ushort Index;
[Tooltip("The current utility value. The higher the value the more likely it will be selected.")]
public float Value;
}
/// <summary>
/// A DOTS tag indicating when a UtilitySelector node is active.
/// </summary>
public struct UtilitySelectorFlag : IComponentData, IEnableableComponent { }
/// <summary>
/// Runs the UtilitySelector logic.
/// </summary>
[DisableAutoCreation]
public partial struct UtilitySelectorTaskSystem : ISystem
{
/// <summary>
/// Updates the logic.
/// </summary>
/// <param name="state">The current state of the system.</param>
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
var hasUtilityValueComponent = false;
foreach (var (utilitySelectorComponents, utilityValueComponents, taskComponents, branchComponents, entity) in
SystemAPI.Query<DynamicBuffer<UtilitySelectorComponent>, DynamicBuffer<UtilityValueComponent>, DynamicBuffer<TaskComponent>, DynamicBuffer<BranchComponent>>().WithAll<EvaluateFlag>().WithEntityAccess()) {
hasUtilityValueComponent = true;
for (int i = 0; i < utilitySelectorComponents.Length; ++i) {
var utilitySelectorComponent = utilitySelectorComponents[i];
var taskComponent = taskComponents[utilitySelectorComponent.Index];
var branchComponent = branchComponents[taskComponent.BranchIndex];
// Do not continue if there will be an interrupt or the branch cannot execute.
if (branchComponent.InterruptType != InterruptType.None || !branchComponent.CanExecute) {
continue;
}
var utilitySelectorComponentsBuffer = utilitySelectorComponents;
var utilityValueComponentBuffer = utilityValueComponents;
var taskComponentsBuffer = taskComponents;
var branchComponentBuffer = branchComponents;
if (taskComponent.Status == TaskStatus.Queued) {
// Initialize the UtilityItem array.
if (utilitySelectorComponent.UtilityItems.Length == 0) {
var childCount = TraversalUtility.GetImmediateChildCount(ref taskComponent, ref taskComponentsBuffer);
var utilityItems = new NativeArray<UtilitySelectorComponent.UtilityItem>(childCount, Allocator.Persistent);
// Match the UtilitySelectorComponent with the child index.
var childIndex = (ushort)(taskComponent.Index + 1);
for (ushort j = 0; j < childCount; ++j) {
utilityItems[j] = new UtilitySelectorComponent.UtilityItem() { TaskIndex = childIndex, UtilityValueIndex = ushort.MaxValue, CanExecute = !taskComponents[childIndex].Disabled };
for (ushort k = 0; k < utilityValueComponents.Length; ++k) {
var utilityValueComponent = utilityValueComponents[k];
if (utilityValueComponent.Index == childIndex) {
var utilityItem = utilityItems[j];
utilityItem.UtilityValueIndex = k;
utilityItems[j] = utilityItem;
break;
}
}
childIndex = taskComponents[childIndex].SiblingIndex;
}
utilitySelectorComponent.UtilityItems = utilityItems;
} else {
// Reset the execution status.
var childIndex = (ushort)(taskComponent.Index + 1);
for (int j = 0; j < utilitySelectorComponent.UtilityItems.Length; ++j) {
var utilityItem = utilitySelectorComponent.UtilityItems[j];
utilityItem.CanExecute = !taskComponents[childIndex].Disabled;
utilitySelectorComponent.UtilityItems[j] = utilityItem;
childIndex = taskComponents[childIndex].SiblingIndex;
}
}
utilitySelectorComponent.ActiveChildIndex = GetHighestUtility(utilitySelectorComponent.UtilityItems, ref utilityValueComponentBuffer);
utilitySelectorComponentsBuffer[i] = utilitySelectorComponent;
if (utilitySelectorComponent.ActiveChildIndex == ushort.MaxValue) {
taskComponent.Status = TaskStatus.Failure;
branchComponent.NextIndex = taskComponent.ParentIndex;
} else {
taskComponent.Status = TaskStatus.Running;
branchComponent.NextIndex = utilitySelectorComponent.UtilityItems[utilitySelectorComponent.ActiveChildIndex].TaskIndex;
// Start the child.
var nextChildTaskComponent = taskComponents[branchComponent.NextIndex];
nextChildTaskComponent.Status = TaskStatus.Queued;
taskComponentsBuffer[branchComponent.NextIndex] = nextChildTaskComponent;
}
taskComponentsBuffer[taskComponent.Index] = taskComponent;
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
continue;
} else if (taskComponent.Status != TaskStatus.Running) {
continue;
}
var childTaskComponent = taskComponents[utilitySelectorComponent.UtilityItems[utilitySelectorComponent.ActiveChildIndex].TaskIndex];
if (childTaskComponent.Status == TaskStatus.Success) {
// The child has returned success. Stop the selector.
taskComponent.Status = childTaskComponent.Status;
taskComponentsBuffer[utilitySelectorComponent.Index] = taskComponent;
branchComponent.NextIndex = taskComponent.ParentIndex;
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
continue;
} else if (childTaskComponent.Status == TaskStatus.Failure) {
var utilityItem = utilitySelectorComponent.UtilityItems[utilitySelectorComponent.ActiveChildIndex];
utilityItem.CanExecute = false;
utilitySelectorComponent.UtilityItems[utilitySelectorComponent.ActiveChildIndex] = utilityItem;
utilitySelectorComponentsBuffer[i] = utilitySelectorComponent;
}
// The active task returned failure or is currently running. Determine if the active task needs to change.
var highestIndex = GetHighestUtility(utilitySelectorComponent.UtilityItems, ref utilityValueComponentBuffer);
if (highestIndex == utilitySelectorComponent.ActiveChildIndex) {
// No changes are necessary.
continue;
}
var activeTaskIndex = utilitySelectorComponent.UtilityItems[utilitySelectorComponent.ActiveChildIndex].TaskIndex;
utilitySelectorComponent.ActiveChildIndex = highestIndex;
utilitySelectorComponentsBuffer[i] = utilitySelectorComponent;
// A new branch has been selected. Trigger an interrupt on the currently active branch.
if (taskComponents[activeTaskIndex].Status == TaskStatus.Running){
branchComponent.InterruptType = InterruptType.Branch;
branchComponent.InterruptIndex = utilitySelectorComponent.UtilityItems[highestIndex].TaskIndex;
state.EntityManager.SetComponentEnabled<InterruptFlag>(entity, true);
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
continue;
}
// No more tasks may need to run.
if (highestIndex == ushort.MaxValue) {
taskComponent.Status = TaskStatus.Failure;
taskComponentsBuffer[utilitySelectorComponent.Index] = taskComponent;
branchComponent.NextIndex = taskComponent.ParentIndex;
} else {
// Run the task with the next highest utility value.
var nextTaskIndex = utilitySelectorComponent.UtilityItems[utilitySelectorComponent.ActiveChildIndex].TaskIndex;
var nextTaskComponent = taskComponents[nextTaskIndex];
nextTaskComponent.Status = TaskStatus.Queued;
taskComponentsBuffer[nextTaskIndex] = nextTaskComponent;
branchComponent.NextIndex = nextTaskIndex;
}
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
}
}
// Special case where the UtilitySelectorComponent has no UtilityValueComponent children.
if (!hasUtilityValueComponent) {
foreach (var (utilitySelectorComponents, taskComponents, branchComponents) in
SystemAPI.Query<DynamicBuffer<UtilitySelectorComponent>, DynamicBuffer<TaskComponent>, DynamicBuffer<BranchComponent>>().WithAll<UtilitySelectorFlag, EvaluateFlag>()) {
for (int i = 0; i < utilitySelectorComponents.Length; ++i) {
var utilitySelectorComponent = utilitySelectorComponents[i];
var taskComponent = taskComponents[utilitySelectorComponent.Index];
// If there are no values then the selector should return failure.
if (taskComponent.Status == TaskStatus.Queued && utilitySelectorComponent.UtilityItems.Length == 0) {
taskComponent.Status = TaskStatus.Failure;
var taskComponentsBuffer = taskComponents;
taskComponentsBuffer[utilitySelectorComponent.Index] = taskComponent;
var branchComponent = branchComponents[taskComponent.BranchIndex];
branchComponent.NextIndex = taskComponent.ParentIndex;
var branchComponentBuffer = branchComponents;
branchComponentBuffer[taskComponent.BranchIndex] = branchComponent;
}
}
}
}
}
/// <summary>
/// Retruns the task index with the highest utility value.
/// </summary>
/// <param name="utilityItems">The components with utility values.</param>
/// <param name="utilityValueComponents">The utility values of the tasks.</param>
/// <returns>The task with the highest utility value.</returns>
[BurstCompile]
private ushort GetHighestUtility(NativeArray<UtilitySelectorComponent.UtilityItem> utilityItems, ref DynamicBuffer<UtilityValueComponent> utilityValueComponents)
{
var utilityIndex = ushort.MaxValue;
var highestUtility = float.MinValue;
for (ushort i = 0; i < utilityItems.Length; ++i) {
if (utilityItems[i].UtilityValueIndex == ushort.MaxValue || !utilityItems[i].CanExecute) {
continue;
}
var utilityValue = utilityValueComponents[utilityItems[i].UtilityValueIndex].Value;
if (utilityValue > highestUtility) {
highestUtility = utilityValue;
utilityIndex = i;
}
}
return utilityIndex;
}
/// <summary>
/// The task has been destroyed.
/// </summary>
/// <param name="state">The current state of the system.</param>
private void OnDestroy(ref SystemState state)
{
foreach (var utilitySelectorComponents in SystemAPI.Query<DynamicBuffer<UtilitySelectorComponent>>()) {
for (int i = 0; i < utilitySelectorComponents.Length; ++i) {
utilitySelectorComponents[i].UtilityItems.Dispose();
}
}
}
}
}
#endif

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