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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.GraphDesigner.Runtime ;
using Opsive.Shared.Utility ;
using Unity.Burst ;
using Unity.Entities ;
using UnityEngine ;
using System ;
/// <summary>
/// A node representation of the sequence task.
/// </summary>
[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 < SequenceTaskSystem , SequenceComponent > , 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 ) ; }
/// <summary>
/// The type of tag that should be enabled when the task is running.
/// </summary>
public override ComponentType Flag { get = > typeof ( SequenceFlag ) ; }
/// <summary>
/// Returns a new TBufferElement for use by the system.
/// </summary>
/// <returns>A new TBufferElement for use by the system.</returns>
public override SequenceComponent GetBufferElement ( )
{
return new SequenceComponent ( ) {
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 )
{
m_ComponentIndex = ( ushort ) base . AddBufferElement ( world , entity , gameObject ) ;
return m_ComponentIndex ;
}
/// <summary>
/// Specifies the type of reflection that should be used to save the task.
/// </summary>
/// <param name="index">The index of the sub-task. This is used for the task set allowing each contained task to have their own save type.</param>
public MemberVisibility GetSaveReflectionType ( int index ) { return MemberVisibility . None ; }
/// <summary>
/// Returns the current task state.
/// </summary>
/// <param name="world">The DOTS world.</param>
/// <param name="entity">The DOTS entity.</param>
/// <returns>The current task state.</returns>
public object Save ( World world , Entity entity )
{
var sequenceComponents = world . EntityManager . GetBuffer < SequenceComponent > ( entity ) ;
var sequenceComponent = sequenceComponents [ m_ComponentIndex ] ;
// Save the active child.
return sequenceComponent . ActiveChildIndex ;
}
/// <summary>
/// Loads the previous task state.
/// </summary>
/// <param name="saveData">The previous task state.</param>
/// <param name="world">The DOTS world.</param>
/// <param name="entity">The DOTS entity.</param>
public void Load ( object saveData , World world , Entity entity )
{
var sequenceComponents = world . EntityManager . GetBuffer < SequenceComponent > ( entity ) ;
var sequenceComponent = sequenceComponents [ m_ComponentIndex ] ;
// saveData is the active child.
sequenceComponent . ActiveChildIndex = ( ushort ) saveData ;
sequenceComponents [ m_ComponentIndex ] = sequenceComponent ;
}
/// <summary>
/// Creates a deep clone of the component.
/// </summary>
/// <returns>A deep clone of the component.</returns>
public object Clone ( )
{
var clone = Activator . CreateInstance < Sequence > ( ) ;
clone . Index = Index ;
clone . ParentIndex = ParentIndex ;
clone . SiblingIndex = SiblingIndex ;
clone . AbortType = AbortType ;
return clone ;
}
}
/// <summary>
/// The DOTS data structure for the Sequence class.
/// </summary>
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 ;
}
/// <summary>
/// A DOTS tag indicating when a Sequence node is active.
/// </summary>
public struct SequenceFlag : IComponentData , IEnableableComponent { }
/// <summary>
/// Runs the Sequence logic.
/// </summary>
[DisableAutoCreation]
public partial struct SequenceTaskSystem : 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 < BranchComponent > ( ) . WithAllRW < TaskComponent > ( ) . WithAllRW < SequenceComponent > ( ) . WithAll < SequenceFlag , EvaluateFlag > ( ) . Build ( ) ;
state . Dependency = new SequenceJob ( ) . ScheduleParallel ( query , state . Dependency ) ;
}
/// <summary>
/// Job which executes the task logic.
/// </summary>
[BurstCompile]
private partial struct SequenceJob : IJobEntity
{
/// <summary>
/// Executes the sequence logic.
/// </summary>
/// <param name="branchComponents">An array of BranchComponents.</param>
/// <param name="taskComponents">An array of TaskComponents.</param>
/// <param name="sequenceComponents">An array of SequenceComponents.</param>
[BurstCompile]
public void Execute ( ref DynamicBuffer < BranchComponent > branchComponents , ref DynamicBuffer < TaskComponent > taskComponents , ref DynamicBuffer < SequenceComponent > sequenceComponents )
{
for ( int i = 0 ; i < sequenceComponents . Length ; + + i ) {
var sequenceComponent = sequenceComponents [ i ] ;
var taskComponent = taskComponents [ sequenceComponent . 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 ;
}
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 ;
}
}
}
}
/// <summary>
/// An interrupt has occurred. Ensure the task state is correct after the interruption.
/// </summary>
[DisableAutoCreation]
public partial struct SequenceInterruptSystem : ISystem
{
/// <summary>
/// Runs the logic after an interruption.
/// </summary>
/// <param name="state">The current state of the system.</param>
[BurstCompile]
private void OnUpdate ( ref SystemState state )
{
foreach ( var ( taskComponents , sequenceComponents ) in
SystemAPI . Query < DynamicBuffer < TaskComponent > , DynamicBuffer < SequenceComponent > > ( ) . WithAll < InterruptFlag > ( ) ) {
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