617 lines
33 KiB
C#
617 lines
33 KiB
C#
#if GRAPH_DESIGNER
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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Runtime.Systems
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{
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using Opsive.BehaviorDesigner.Runtime.Components;
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using Opsive.BehaviorDesigner.Runtime.Groups;
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Utility;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Entities;
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using Unity.Jobs;
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using UnityEngine;
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/// <summary>
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/// Traverses and ensures the correct tasks are active.
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/// </summary>
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[UpdateInGroup(typeof(TraversalSystemGroup))]
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[UpdateAfter(typeof(TraversalTaskSystemGroup))]
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public partial struct EvaluationSystem : ISystem
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{
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private bool m_JobScheduled;
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private EntityQuery m_Query;
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private JobHandle m_Dependency;
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private EntityCommandBuffer m_EntityCommandBuffer;
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/// <summary>
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/// The system has been created.
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/// </summary>
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/// <param name="state">The state of the system.</param>
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private void OnCreate(ref SystemState state)
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{
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m_JobScheduled = false;
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m_Query = SystemAPI.QueryBuilder().WithAllRW<BranchComponent, TaskComponent>().WithAbsent<BakedBehaviorTree>().Build();
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}
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/// <summary>
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/// Starts the job which traverses the tree.
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/// </summary>
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/// <param name="state">The current state of the system.</param>
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private void OnUpdate(ref SystemState state)
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{
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m_JobScheduled = true;
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m_EntityCommandBuffer = new EntityCommandBuffer(state.WorldUpdateAllocator);
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m_Dependency = state.Dependency = new EvaluationJob()
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{
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EntityCommandBuffer = m_EntityCommandBuffer.AsParallelWriter(),
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}.ScheduleParallel(m_Query, state.Dependency);
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}
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/// <summary>
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/// Completes the job and releases any memory.
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/// </summary>
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/// <param name="entityManager">The running EntityManager.</param>
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/// <param name="stopRunning">Has the system been stopped?</param>
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[BurstCompile]
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public void Complete(EntityManager entityManager, bool stopRunning = false)
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{
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if (!m_JobScheduled) {
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return;
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}
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if (!stopRunning) {
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m_Dependency.Complete();
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m_EntityCommandBuffer.Playback(entityManager);
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m_EntityCommandBuffer.Dispose();
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}
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m_JobScheduled = false;
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}
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/// <summary>
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/// Job which traverses the tree.
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/// </summary>
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[BurstCompile]
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public partial struct EvaluationJob : IJobEntity
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{
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[Tooltip("CommandBuffer which sets the component data.")]
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public EntityCommandBuffer.ParallelWriter EntityCommandBuffer;
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/// <summary>
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/// Executes the job.
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/// </summary>
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/// <param name="entity">The entity that is being acted upon.</param>
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/// <param name="entityIndex">The index of the entity.</param
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/// <param name="branchComponents">An array of branch components.</param>
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/// <param name="taskComponents">An array of task components.</param>
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[BurstCompile]
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public void Execute(Entity entity, [EntityIndexInQuery] int entityIndex, ref DynamicBuffer<BranchComponent> branchComponents, ref DynamicBuffer<TaskComponent> taskComponents)
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{
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for (int i = 0; i < branchComponents.Length; ++i) {
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var branchComponent = branchComponents[i];
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if (branchComponent.ActiveIndex != ushort.MaxValue && branchComponent.ActiveIndex == branchComponent.NextIndex) {
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var activeTask = taskComponents[branchComponent.ActiveIndex];
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if (activeTask.Status == TaskStatus.Success || activeTask.Status == TaskStatus.Failure) {
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branchComponent.NextIndex = activeTask.ParentIndex;
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}
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}
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if (branchComponent.ActiveIndex != branchComponent.NextIndex) {
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// Do not switch into a disabled task.
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if (branchComponent.NextIndex != ushort.MaxValue && taskComponents[branchComponent.NextIndex].Disabled) {
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var taskComponent = taskComponents[branchComponent.NextIndex];
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taskComponent.Status = TaskStatus.Inactive;
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var taskComponentBuffer = taskComponents;
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taskComponentBuffer[branchComponent.NextIndex] = taskComponent;
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branchComponent.NextIndex = branchComponent.ActiveIndex;
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} else {
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// The status for all children should be reset back to their inactive state if the next task is within a new branch. This will prevent
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// the return status from being reset when the task ends normally.
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var taskComponentBuffer = taskComponents;
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if (branchComponent.NextIndex != ushort.MaxValue &&
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!TraversalUtility.IsParent((ushort)branchComponent.ActiveIndex, (ushort)branchComponent.NextIndex, ref taskComponentBuffer)) {
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var nextTaskComponent = taskComponents[branchComponent.NextIndex];
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if (branchComponent.ActiveIndex != ushort.MaxValue && nextTaskComponent.Status != TaskStatus.Running) { // If the next task is already running then an interrupt has already reset the children.
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var childCount = TraversalUtility.GetChildCount(branchComponent.NextIndex, ref taskComponentBuffer);
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for (int j = 0; j < childCount; ++j) {
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var childTaskComponent = taskComponents[branchComponent.NextIndex + j + 1];
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childTaskComponent.Status = TaskStatus.Inactive;
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taskComponentBuffer[branchComponent.NextIndex + j + 1] = childTaskComponent;
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}
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}
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nextTaskComponent.Status = nextTaskComponent.Status == TaskStatus.Running ? TaskStatus.Running : TaskStatus.Queued;
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taskComponentBuffer[branchComponent.NextIndex] = nextTaskComponent;
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}
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branchComponent.ActiveIndex = branchComponent.NextIndex;
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// Change the component tag if the task type is different.
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var componentType = branchComponent.ActiveIndex != ushort.MaxValue ? taskComponents[branchComponent.ActiveIndex].FlagComponentType : new ComponentType();
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if (componentType != branchComponent.ActiveFlagComponentType) {
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if (branchComponent.ActiveFlagComponentType.TypeIndex != TypeIndex.Null) {
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var deactivateTag = true;
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for (int j = 0; j < branchComponents.Length; ++j) {
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// The tag should be deactivated if no other tasks have the same tag type.
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if (i != j && branchComponents[j].ActiveIndex != ushort.MaxValue &&
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branchComponent.ActiveFlagComponentType == branchComponents[j].ActiveFlagComponentType) {
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deactivateTag = false;
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break;
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}
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}
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// The task of that type is no longer active - disable the system to prevent it from running.
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if (deactivateTag) {
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EntityCommandBuffer.SetComponentEnabled(entityIndex, entity, branchComponent.ActiveFlagComponentType, false);
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}
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}
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// A new system type should start.
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if (branchComponent.ActiveIndex != ushort.MaxValue) {
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var taskComponent = taskComponents[branchComponent.ActiveIndex];
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EntityCommandBuffer.SetComponentEnabled(entityIndex, entity, taskComponent.FlagComponentType, true);
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}
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branchComponent.ActiveFlagComponentType = componentType;
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}
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}
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var branchComponentBuffer = branchComponents;
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branchComponentBuffer[i] = branchComponent;
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}
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}
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}
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}
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}
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/// <summary>
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/// Loops through the active tasks to determine if the system should stay active for the current tick.
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/// </summary>
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[UpdateInGroup(typeof(TraversalSystemGroup))]
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[UpdateAfter(typeof(EvaluationSystem))]
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public partial struct DetermineEvaluationSystem : ISystem
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{
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[Tooltip("Should the group stay active? An inactive tree does not run.")]
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public bool Active { get; private set; }
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[Tooltip("Should the group be evaluated? This bool indicates if the entire tree should be evaluated instead of the reevaluation" +
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"concept for conditional aborts. The tree will be reevaluated if any of the leaf tasks have a status of running.")]
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public bool Evaluate { get; private set; }
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private bool m_JobScheduled;
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private JobHandle m_Dependency;
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private EntityQuery m_Query32;
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private EntityQuery m_Query64;
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private EntityQuery m_Query128;
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private EntityQuery m_Query512;
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private EntityQuery m_Query4096;
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private EntityCommandBuffer m_EntityCommandBuffer32;
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private EntityCommandBuffer m_EntityCommandBuffer64;
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private EntityCommandBuffer m_EntityCommandBuffer128;
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private EntityCommandBuffer m_EntityCommandBuffer512;
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private EntityCommandBuffer m_EntityCommandBuffer4096;
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private NativeArray<bool> m_Results;
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/// <summary>
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/// The system has been created.
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/// </summary>
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/// <param name="state">The state of the system.</param>
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private void OnCreate(ref SystemState state)
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{
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Active = Evaluate = true;
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m_JobScheduled = false;
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m_Query32 = SystemAPI.QueryBuilder().WithAllRW<BranchComponent>().WithAll<TaskComponent, EvaluationComponent32, EvaluateFlag>().WithAbsent<BakedBehaviorTree>().Build();
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m_Query64 = SystemAPI.QueryBuilder().WithAllRW<BranchComponent>().WithAll<TaskComponent, EvaluationComponent64, EvaluateFlag>().WithAbsent<BakedBehaviorTree>().Build();
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m_Query128 = SystemAPI.QueryBuilder().WithAllRW<BranchComponent>().WithAll<TaskComponent, EvaluationComponent128, EvaluateFlag>().WithAbsent<BakedBehaviorTree>().Build();
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m_Query512 = SystemAPI.QueryBuilder().WithAllRW<BranchComponent>().WithAll<TaskComponent, EvaluationComponent512, EvaluateFlag>().WithAbsent<BakedBehaviorTree>().Build();
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m_Query4096 = SystemAPI.QueryBuilder().WithAllRW<BranchComponent>().WithAll<TaskComponent, EvaluationComponent4096, EvaluateFlag>().WithAbsent<BakedBehaviorTree>().Build();
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}
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/// <summary>
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/// Executes the job to determine if the system should stay active and evaluating.
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/// </summary>
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/// <param name="state">The current state of the system.</param>
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[BurstCompile]
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private void OnUpdate(ref SystemState state)
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{
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Active = Evaluate = true;
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m_JobScheduled = true;
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m_EntityCommandBuffer32 = new EntityCommandBuffer(Allocator.TempJob);
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m_EntityCommandBuffer64 = new EntityCommandBuffer(Allocator.TempJob);
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m_EntityCommandBuffer128 = new EntityCommandBuffer(Allocator.TempJob);
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m_EntityCommandBuffer512 = new EntityCommandBuffer(Allocator.TempJob);
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m_EntityCommandBuffer4096 = new EntityCommandBuffer(Allocator.TempJob);
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m_Results = new NativeArray<bool>(3, Allocator.TempJob, NativeArrayOptions.UninitializedMemory);
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for (int i = 0; i < m_Results.Length; ++i) {
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m_Results[i] = false;
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}
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// Chain jobs sequentially since they all write to the shared Results array.
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m_Dependency = new DetermineEvaluationJob32()
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{
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EntityCommandBuffer = m_EntityCommandBuffer32.AsParallelWriter(),
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Results = m_Results
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}.ScheduleParallel(m_Query32, state.Dependency);
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m_Dependency = new DetermineEvaluationJob64()
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{
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EntityCommandBuffer = m_EntityCommandBuffer64.AsParallelWriter(),
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Results = m_Results
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}.ScheduleParallel(m_Query64, m_Dependency);
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m_Dependency = new DetermineEvaluationJob128()
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{
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EntityCommandBuffer = m_EntityCommandBuffer128.AsParallelWriter(),
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Results = m_Results
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}.ScheduleParallel(m_Query128, m_Dependency);
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m_Dependency = new DetermineEvaluationJob512()
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{
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EntityCommandBuffer = m_EntityCommandBuffer512.AsParallelWriter(),
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Results = m_Results
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}.ScheduleParallel(m_Query512, m_Dependency);
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m_Dependency = new DetermineEvaluationJob4096()
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{
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EntityCommandBuffer = m_EntityCommandBuffer4096.AsParallelWriter(),
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Results = m_Results
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}.ScheduleParallel(m_Query4096, m_Dependency);
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state.Dependency = m_Dependency;
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}
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/// <summary>
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/// Completes the job and releases any memory.
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/// </summary>
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/// <param name="entityManager">The running EntityManager.</param>
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[BurstCompile]
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public void Complete(EntityManager entityManager)
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{
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if (!m_JobScheduled) {
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return;
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}
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m_Dependency.Complete();
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m_EntityCommandBuffer32.Playback(entityManager);
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m_EntityCommandBuffer32.Dispose();
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m_EntityCommandBuffer64.Playback(entityManager);
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m_EntityCommandBuffer64.Dispose();
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m_EntityCommandBuffer128.Playback(entityManager);
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m_EntityCommandBuffer128.Dispose();
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m_EntityCommandBuffer512.Playback(entityManager);
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m_EntityCommandBuffer512.Dispose();
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m_EntityCommandBuffer4096.Playback(entityManager);
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m_EntityCommandBuffer4096.Dispose();
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if (m_Results.IsCreated) {
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if (m_Results[0]) {
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Active = m_Results[1];
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Evaluate = m_Results[2];
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} else {
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// If the first element is false then no trees executed.
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Active = Evaluate = false;
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}
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m_Results.Dispose();
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}
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m_JobScheduled = false;
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}
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/// <summary>
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/// The system has been destroyed.
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/// </summary>
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/// <param name="state">The current state of the system.</param>
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private void OnDestroy(ref SystemState state)
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{
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if (m_Dependency.IsCompleted) {
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return;
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}
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m_Results.Dispose();
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}
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/// <summary>
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/// Job which determine if the system should stay active. If any behavior tree should stay active then the entire system must remain active.
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/// </summary>
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[BurstCompile]
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public partial struct DetermineEvaluationJob32 : IJobEntity
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{
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[Tooltip("CommandBuffer which sets the component data.")]
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public EntityCommandBuffer.ParallelWriter EntityCommandBuffer;
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[Tooltip("The computed results.")]
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[NativeDisableParallelForRestriction] public NativeArray<bool> Results;
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/// <summary>
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/// Executes the job.
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/// </summary>
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/// <param name="entity">The entity that is being acted upon.</param>
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/// <param name="entityIndex">The index of the entity.</param>
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/// <param name="branchComponents">An array of branch components.</param>
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/// <param name="taskComponents">An array of task components.</param>
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/// <param name="evaluationComponent">The EvaluationComponent that belongs to the entity.</param>
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[BurstCompile]
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private void Execute(Entity entity, [EntityIndexInQuery] int entityIndex, ref DynamicBuffer<BranchComponent> branchComponents, in DynamicBuffer<TaskComponent> taskComponents, ref EvaluationComponent32 evaluationComponent)
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{
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var evaluatedTasks = evaluationComponent.EvaluatedTasks;
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EvaluationUtility.DetermineEvaluation(entity, entityIndex, ref branchComponents, taskComponents, ref evaluatedTasks, evaluationComponent.EvaluationType, evaluationComponent.MaxEvaluationCount, EntityCommandBuffer, Results);
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evaluationComponent.EvaluatedTasks = evaluatedTasks;
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}
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}
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/// <summary>
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/// Job which determine if the system should stay active. If any behavior tree should stay active then the entire system must remain active.
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/// </summary>
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[BurstCompile]
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public partial struct DetermineEvaluationJob64 : IJobEntity
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{
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[Tooltip("CommandBuffer which sets the component data.")]
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public EntityCommandBuffer.ParallelWriter EntityCommandBuffer;
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[Tooltip("The computed results.")]
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[NativeDisableParallelForRestriction] public NativeArray<bool> Results;
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/// <summary>
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/// Executes the job.
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/// </summary>
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/// <param name="entity">The entity that is being acted upon.</param>
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/// <param name="entityIndex">The index of the entity.</param>
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/// <param name="branchComponents">An array of branch components.</param>
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/// <param name="taskComponents">An array of task components.</param>
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/// <param name="evaluationComponent">The EvaluationComponent that belongs to the entity.</param>
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[BurstCompile]
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private void Execute(Entity entity, [EntityIndexInQuery] int entityIndex, ref DynamicBuffer<BranchComponent> branchComponents, in DynamicBuffer<TaskComponent> taskComponents, ref EvaluationComponent64 evaluationComponent)
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{
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var evaluatedTasks = evaluationComponent.EvaluatedTasks;
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EvaluationUtility.DetermineEvaluation(entity, entityIndex, ref branchComponents, taskComponents, ref evaluatedTasks, evaluationComponent.EvaluationType, evaluationComponent.MaxEvaluationCount, EntityCommandBuffer, Results);
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evaluationComponent.EvaluatedTasks = evaluatedTasks;
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}
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}
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/// <summary>
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/// Job which determine if the system should stay active. If any behavior tree should stay active then the entire system must remain active.
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/// </summary>
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[BurstCompile]
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public partial struct DetermineEvaluationJob128 : IJobEntity
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{
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[Tooltip("CommandBuffer which sets the component data.")]
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public EntityCommandBuffer.ParallelWriter EntityCommandBuffer;
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[Tooltip("The computed results.")]
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[NativeDisableParallelForRestriction] public NativeArray<bool> Results;
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/// <summary>
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/// Executes the job.
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/// </summary>
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/// <param name="entity">The entity that is being acted upon.</param>
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/// <param name="entityIndex">The index of the entity.</param>
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/// <param name="branchComponents">An array of branch components.</param>
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/// <param name="taskComponents">An array of task components.</param>
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/// <param name="evaluationComponent">The EvaluationComponent that belongs to the entity.</param>
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[BurstCompile]
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private void Execute(Entity entity, [EntityIndexInQuery] int entityIndex, ref DynamicBuffer<BranchComponent> branchComponents, in DynamicBuffer<TaskComponent> taskComponents, ref EvaluationComponent128 evaluationComponent)
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{
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var evaluatedTasks = evaluationComponent.EvaluatedTasks;
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EvaluationUtility.DetermineEvaluation(entity, entityIndex, ref branchComponents, taskComponents, ref evaluatedTasks, evaluationComponent.EvaluationType, evaluationComponent.MaxEvaluationCount, EntityCommandBuffer, Results);
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evaluationComponent.EvaluatedTasks = evaluatedTasks;
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}
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}
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/// <summary>
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/// Job which determine if the system should stay active. If any behavior tree should stay active then the entire system must remain active.
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/// </summary>
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[BurstCompile]
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public partial struct DetermineEvaluationJob512 : IJobEntity
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{
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[Tooltip("CommandBuffer which sets the component data.")]
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public EntityCommandBuffer.ParallelWriter EntityCommandBuffer;
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[Tooltip("The computed results.")]
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[NativeDisableParallelForRestriction] public NativeArray<bool> Results;
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/// <summary>
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/// Executes the job.
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/// </summary>
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/// <param name="entity">The entity that is being acted upon.</param>
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/// <param name="entityIndex">The index of the entity.</param>
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/// <param name="branchComponents">An array of branch components.</param>
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/// <param name="taskComponents">An array of task components.</param>
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/// <param name="evaluationComponent">The EvaluationComponent that belongs to the entity.</param>
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[BurstCompile]
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private void Execute(Entity entity, [EntityIndexInQuery] int entityIndex, ref DynamicBuffer<BranchComponent> branchComponents, in DynamicBuffer<TaskComponent> taskComponents, ref EvaluationComponent512 evaluationComponent)
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{
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var evaluatedTasks = evaluationComponent.EvaluatedTasks;
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EvaluationUtility.DetermineEvaluation(entity, entityIndex, ref branchComponents, taskComponents, ref evaluatedTasks, evaluationComponent.EvaluationType, evaluationComponent.MaxEvaluationCount, EntityCommandBuffer, Results);
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evaluationComponent.EvaluatedTasks = evaluatedTasks;
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}
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}
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/// <summary>
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/// Job which determine if the system should stay active. If any behavior tree should stay active then the entire system must remain active.
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/// </summary>
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[BurstCompile]
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public partial struct DetermineEvaluationJob4096 : IJobEntity
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{
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[Tooltip("CommandBuffer which sets the component data.")]
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public EntityCommandBuffer.ParallelWriter EntityCommandBuffer;
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[Tooltip("The computed results.")]
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[NativeDisableParallelForRestriction] public NativeArray<bool> Results;
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/// <summary>
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/// Executes the job.
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/// </summary>
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/// <param name="entity">The entity that is being acted upon.</param>
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/// <param name="entityIndex">The index of the entity.</param>
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/// <param name="branchComponents">An array of branch components.</param>
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/// <param name="taskComponents">An array of task components.</param>
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/// <param name="evaluationComponent">The EvaluationComponent that belongs to the entity.</param>
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[BurstCompile]
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private void Execute(Entity entity, [EntityIndexInQuery] int entityIndex, ref DynamicBuffer<BranchComponent> branchComponents, in DynamicBuffer<TaskComponent> taskComponents, ref EvaluationComponent4096 evaluationComponent)
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{
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var evaluatedTasks = evaluationComponent.EvaluatedTasks;
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EvaluationUtility.DetermineEvaluation(entity, entityIndex, ref branchComponents, taskComponents, ref evaluatedTasks, evaluationComponent.EvaluationType, evaluationComponent.MaxEvaluationCount, EntityCommandBuffer, Results);
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evaluationComponent.EvaluatedTasks = evaluatedTasks;
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}
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}
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}
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/// <summary>
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/// Utility functions for the task evaluation.
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/// </summary>
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[BurstCompile]
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public struct EvaluationUtility
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{
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/// <summary>
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/// Is the task at the specified index a parent task.
|
|
/// </summary>
|
|
/// <param name="taskComponents">An array of task components.</param>
|
|
/// <param name="index">The index to check if it is a parent.</param>
|
|
/// <returns>True if the task at the specified index is a parent task.</returns>
|
|
[BurstCompile]
|
|
public static bool IsParentTask(ref DynamicBuffer<TaskComponent> taskComponents, int index)
|
|
{
|
|
// The last task cannot be a parent.
|
|
if (index == taskComponents.Length - 1) {
|
|
return false;
|
|
}
|
|
|
|
// The next child will have a parent of the current task.
|
|
if (taskComponents[index + 1].ParentIndex == index) {
|
|
return true;
|
|
}
|
|
|
|
// The parent index is different - the current task is not a parent.
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Core evaluation logic that works with any FixedList type for EvaluatedTasks.
|
|
/// </summary>
|
|
/// <typeparam name="TFixedList">The type of FixedList for EvaluatedTasks.</typeparam>
|
|
/// <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 branch components.</param>
|
|
/// <param name="taskComponents">An array of task components.</param>
|
|
/// <param name="evaluatedTasks">The evaluated tasks list.</param>
|
|
/// <param name="evaluationType">The evaluation type.</param>
|
|
/// <param name="maxEvaluationCount">The maximum evaluation count.</param>
|
|
/// <param name="entityCommandBuffer">The command buffer for setting component data.</param>
|
|
/// <param name="results">The computed results array.</param>
|
|
[BurstCompile]
|
|
public static void DetermineEvaluation<TFixedList>(Entity entity, int entityIndex, ref DynamicBuffer<BranchComponent> branchComponents, DynamicBuffer<TaskComponent> taskComponents, ref TFixedList evaluatedTasks, EvaluationType evaluationType, ushort maxEvaluationCount, EntityCommandBuffer.ParallelWriter entityCommandBuffer, NativeArray<bool> results) where TFixedList : struct, INativeList<ulong>
|
|
{
|
|
results[0] = true; // The first element indicates that the job has been executed.
|
|
|
|
// No branches may be active.
|
|
var active = false;
|
|
var evaluate = false;
|
|
var evaluatedMask = new FixedList4096Bytes<ulong>();
|
|
for (int i = 0; i < branchComponents.Length; ++i) {
|
|
var branchComponent = branchComponents[i];
|
|
if (branchComponent.ActiveIndex == ushort.MaxValue || !branchComponent.CanExecute) {
|
|
continue;
|
|
}
|
|
active = true;
|
|
|
|
// Interrupts are processed in a separate system that is run outside of the task execution system. As a result the branch should not continue to evaluate.
|
|
if (branchComponent.InterruptType != InterruptType.None) {
|
|
continue;
|
|
}
|
|
|
|
var taskComponent = taskComponents[branchComponent.ActiveIndex];
|
|
var isParentTask = EvaluationUtility.IsParentTask(ref taskComponents, branchComponent.ActiveIndex);
|
|
// The branch can evaluate if the active task is an outer node (action or conditional) and is not running OR
|
|
// the task is an inner node (composite or decorator), is running, and is not a parallel task. Parent tasks cannot run without an active child.
|
|
if ((!isParentTask && taskComponent.Status != TaskStatus.Running && taskComponent.ParentIndex != ushort.MaxValue) ||
|
|
(isParentTask && (taskComponent.Status == TaskStatus.Queued || taskComponent.Status == TaskStatus.Running))) {
|
|
|
|
// Compute active task bit positions.
|
|
var bitIndex = branchComponent.ActiveIndex + 1;
|
|
var arrayIndex = bitIndex / ComponentUtility.ulongBitSize;
|
|
var bitInUlong = bitIndex % ComponentUtility.ulongBitSize;
|
|
while (evaluatedMask.Length <= arrayIndex) evaluatedMask.Add(0UL);
|
|
evaluatedMask[arrayIndex] |= (1UL << bitInUlong);
|
|
|
|
// Prevent evaluating the same task again within the same tick.
|
|
if (branchComponent.ActiveIndex == branchComponent.LastActiveIndex) {
|
|
branchComponent.CanExecute = false;
|
|
branchComponents.ElementAt(i) = branchComponent;
|
|
continue;
|
|
}
|
|
|
|
// Check if the task has already been evaluated this tick.
|
|
var alreadyEvaluated = (evaluatedTasks[arrayIndex] & (1UL << bitInUlong)) != 0;
|
|
|
|
// Decision to evaluate:
|
|
// - For parent tasks: always evaluate. The parent task should never be the last executing task.
|
|
// - For non-parent tasks: evaluate if this task hasn't been evaluated yet.
|
|
if (isParentTask || !alreadyEvaluated) {
|
|
evaluate = true;
|
|
branchComponent.LastActiveIndex = branchComponent.ActiveIndex;
|
|
} else {
|
|
branchComponent.CanExecute = false;
|
|
}
|
|
branchComponents.ElementAt(i) = branchComponent;
|
|
|
|
evaluatedTasks[arrayIndex] |= evaluatedMask[arrayIndex];
|
|
} else {
|
|
branchComponent.CanExecute = false;
|
|
branchComponents.ElementAt(i) = branchComponent;
|
|
}
|
|
}
|
|
|
|
// If a branch is active then at least one task within that branch is active.
|
|
if (active) {
|
|
results[1] = true; // Active result.
|
|
|
|
if (evaluate) {
|
|
if (evaluationType == EvaluationType.Count) {
|
|
// Use the last element of EvaluatedTasks as the counter.
|
|
evaluatedTasks[evaluatedTasks.Length - 1]++;
|
|
if (evaluatedTasks[evaluatedTasks.Length - 1] >= maxEvaluationCount) {
|
|
// Reset the counter and bitmask elements.
|
|
for (int i = 0; i < evaluatedTasks.Length; ++i) {
|
|
evaluatedTasks[i] = 0;
|
|
}
|
|
entityCommandBuffer.SetComponentEnabled<EvaluateFlag>(entityIndex, entity, false);
|
|
// Set the bitmask for current active tasks to prevent one extra task from being executed on subsequent frames.
|
|
SetActiveBranchBits(ref branchComponents, ref evaluatedTasks);
|
|
} else {
|
|
results[2] = true; // Evaluate result.
|
|
}
|
|
} else {
|
|
results[2] = true; // Evaluate result - continue the loop.
|
|
}
|
|
} else {
|
|
entityCommandBuffer.SetComponentEnabled<EvaluateFlag>(entityIndex, entity, false);
|
|
// Reset the evaluated tasks bitmask.
|
|
for (int i = 0; i < evaluatedTasks.Length; ++i) {
|
|
evaluatedTasks[i] = 0;
|
|
}
|
|
// The system is going to stop evaluating this entity. It will be resumed immediately the next update. Because the DetermineEvaluationJob is run after the tasks
|
|
// update the EvaluatedTasks value should be set to the next active task. If this value is set to 0 then one extra task will always be executed with subsequent frames.
|
|
SetActiveBranchBits(ref branchComponents, ref evaluatedTasks);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets the bitmask bits for all active branches. This prevents one extra task from being executed on subsequent frames.
|
|
/// </summary>
|
|
/// <param name="branchComponents">An array of branch components.</param>
|
|
/// <param name="evaluatedTasks">The evaluated tasks list to update.</param>
|
|
[BurstCompile]
|
|
private static void SetActiveBranchBits<TFixedList>(ref DynamicBuffer<BranchComponent> branchComponents, ref TFixedList evaluatedTasks) where TFixedList : struct, INativeList<ulong>
|
|
{
|
|
for (int i = 0; i < branchComponents.Length; ++i) {
|
|
var branchComponent = branchComponents[i];
|
|
if (branchComponent.ActiveIndex == ushort.MaxValue) {
|
|
continue;
|
|
}
|
|
|
|
// Compute active task bit positions.
|
|
var bitIndex = branchComponent.ActiveIndex + 1;
|
|
var arrayIndex = bitIndex / ComponentUtility.ulongBitSize;
|
|
var bitInUlong = bitIndex % ComponentUtility.ulongBitSize;
|
|
evaluatedTasks[arrayIndex] |= (1UL << bitInUlong);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif |