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