Files
zeling_v2/Packages/com.opsive.behaviordesigner/Runtime/Tasks/Composites/Parallel.cs
2026-05-08 11:04:00 +08:00

225 lines
11 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Tasks.Composites
{
using Opsive.BehaviorDesigner.Runtime.Components;
using Opsive.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