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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 EntityCommandBuffer m_EntityCommandBuffer ;
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 ( ) ;
if ( m_EntityCommandBuffer . IsCreated ) {
m_EntityCommandBuffer . Playback ( state . EntityManager ) ;
m_EntityCommandBuffer . Dispose ( ) ;
}
m_EntityCommandBuffer = new EntityCommandBuffer ( Allocator . TempJob ) ;
state . Dependency = new ParallelSelectorJob ( )
{
EntityCommandBuffer = m_EntityCommandBuffer . AsParallelWriter ( )
} . ScheduleParallel ( m_Query , state . Dependency ) ;
m_Dependency = state . Dependency ;
}
/// <summary>
/// The system has been destroyed.
/// </summary>
/// <param name="state">The current state of the system.</param>
public void OnDestroy ( ref SystemState state )
{
if ( m_EntityCommandBuffer . IsCreated ) {
m_EntityCommandBuffer . Playback ( state . EntityManager ) ;
m_EntityCommandBuffer . Dispose ( ) ;
}
}
/// <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 ] ;
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// Do not continue if there will be an interrupt or the branch cannot execute.
if ( branchComponent . InterruptType ! = InterruptType . None | | ! branchComponent . CanExecute ) {
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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