#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; /// /// A node representation of the sequence task. /// [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, 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); } /// /// The type of tag that should be enabled when the task is running. /// public override ComponentType Flag { get => typeof(SequenceFlag); } /// /// Returns a new TBufferElement for use by the system. /// /// A new TBufferElement for use by the system. public override SequenceComponent GetBufferElement() { return new SequenceComponent() { Index = RuntimeIndex, }; } /// /// Adds the IBufferElementData to the entity. /// /// The world that the entity exists in. /// The entity that the IBufferElementData should be assigned to. /// The GameObject that the entity is attached to. /// The index of the element within the buffer. public override int AddBufferElement(World world, Entity entity, GameObject gameObject) { m_ComponentIndex = (ushort)base.AddBufferElement(world, entity, gameObject); return m_ComponentIndex; } /// /// Specifies the type of reflection that should be used to save the task. /// /// The index of the sub-task. This is used for the task set allowing each contained task to have their own save type. public MemberVisibility GetSaveReflectionType(int index) { return MemberVisibility.None; } /// /// Returns the current task state. /// /// The DOTS world. /// The DOTS entity. /// The current task state. public object Save(World world, Entity entity) { var sequenceComponents = world.EntityManager.GetBuffer(entity); var sequenceComponent = sequenceComponents[m_ComponentIndex]; // Save the active child. return sequenceComponent.ActiveChildIndex; } /// /// Loads the previous task state. /// /// The previous task state. /// The DOTS world. /// The DOTS entity. public void Load(object saveData, World world, Entity entity) { var sequenceComponents = world.EntityManager.GetBuffer(entity); var sequenceComponent = sequenceComponents[m_ComponentIndex]; // saveData is the active child. sequenceComponent.ActiveChildIndex = (ushort)saveData; sequenceComponents[m_ComponentIndex] = sequenceComponent; } /// /// Creates a deep clone of the component. /// /// A deep clone of the component. public object Clone() { var clone = Activator.CreateInstance(); clone.Index = Index; clone.ParentIndex = ParentIndex; clone.SiblingIndex = SiblingIndex; clone.AbortType = AbortType; return clone; } } /// /// The DOTS data structure for the Sequence class. /// 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; } /// /// A DOTS tag indicating when a Sequence node is active. /// public struct SequenceFlag : IComponentData, IEnableableComponent { } /// /// Runs the Sequence logic. /// [DisableAutoCreation] public partial struct SequenceTaskSystem : ISystem { /// /// Creates the job. /// /// The current state of the system. [BurstCompile] private void OnUpdate(ref SystemState state) { var query = SystemAPI.QueryBuilder().WithAllRW().WithAllRW().WithAllRW().WithAll().Build(); state.Dependency = new SequenceJob().ScheduleParallel(query, state.Dependency); } /// /// Job which executes the task logic. /// [BurstCompile] private partial struct SequenceJob : IJobEntity { /// /// Executes the sequence logic. /// /// An array of BranchComponents. /// An array of TaskComponents. /// An array of SequenceComponents. [BurstCompile] public void Execute(ref DynamicBuffer branchComponents, ref DynamicBuffer taskComponents, ref DynamicBuffer 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; } } } } /// /// An interrupt has occurred. Ensure the task state is correct after the interruption. /// [DisableAutoCreation] public partial struct SequenceInterruptSystem : ISystem { /// /// Runs the logic after an interruption. /// /// The current state of the system. [BurstCompile] private void OnUpdate(ref SystemState state) { foreach (var (taskComponents, sequenceComponents) in SystemAPI.Query, DynamicBuffer>().WithAll()) { 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