重做杂兵
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#if GRAPH_DESIGNER
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using Opsive.BehaviorDesigner.Runtime.Components;
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.BehaviorDesigner.Runtime.Utility;
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using Opsive.GraphDesigner.Runtime;
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using Opsive.GraphDesigner.Runtime.Variables.ECS;
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using Opsive.Shared.Utility;
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using Unity.Burst;
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using Unity.Entities;
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using UnityEngine;
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namespace Cielonos.MainGame.Characters.AI
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{
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[Description("可配置成功/失败策略的高级并行节点。\n" +
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"OneSuccess:任一子节点 Success 即整体成功并中止其余分支。\n" +
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"AllFailure:单个失败不中止其余分支,全部失败才整体失败。")]
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[NodeIcon("f612c025389b22640b1b6df88f4502e7", "8a4a401bcfb527a48a08351efaf92e14")]
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[Category("Cielonos")]
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public class AdvancedParallel : ECSCompositeTask<AdvancedParallelTaskSystem, AdvancedParallelComponent, AdvancedParallelFlag>, IParentNode, IParallelNode
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{
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[Tooltip("OneSuccess:任一子节点成功即整体成功。AllSuccess:全部子节点成功才整体成功。")]
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[SerializeField] private SuccessPolicy m_SuccessPolicy = SuccessPolicy.AllSuccess;
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[Tooltip("OneFailure:任一子节点失败即整体失败。AllFailure:所有子节点失败才整体失败,单个失败不中止其它分支。")]
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[SerializeField] private FailurePolicy m_FailurePolicy = FailurePolicy.AllFailure;
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/// <summary>
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/// Adds the IBufferElementData and interrupt components to the entity.
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/// </summary>
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public override int AddBufferElement(World world, Entity entity, ECSVariableRegistry registry, GameObject gameObject)
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{
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var index = base.AddBufferElement(world, entity, registry, gameObject);
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ComponentUtility.AddInterruptComponents(world.EntityManager, entity);
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return index;
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}
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/// <summary>
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/// Passes task configuration into the ECS buffer element at tree initialization.
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/// </summary>
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public override AdvancedParallelComponent GetBufferElement()
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{
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return new AdvancedParallelComponent
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{
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Index = RuntimeIndex,
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OneSuccessPolicy = m_SuccessPolicy == SuccessPolicy.OneSuccess,
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AllFailurePolicy = m_FailurePolicy == FailurePolicy.AllFailure
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};
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}
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public override void Reset()
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{
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base.Reset();
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m_SuccessPolicy = SuccessPolicy.OneSuccess;
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m_FailurePolicy = FailurePolicy.AllFailure;
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}
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}
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/// <summary>
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/// ECS buffer element storing the runtime index and policy flags for AdvancedParallel.
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/// </summary>
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public struct AdvancedParallelComponent : IBufferElementData
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{
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[SerializeField] private ushort m_Index;
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[SerializeField] private bool m_OneSuccessPolicy;
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[SerializeField] private bool m_AllFailurePolicy;
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public ushort Index { get => m_Index; set => m_Index = value; }
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public bool OneSuccessPolicy { get => m_OneSuccessPolicy; set => m_OneSuccessPolicy = value; }
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public bool AllFailurePolicy { get => m_AllFailurePolicy; set => m_AllFailurePolicy = value; }
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}
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/// <summary>
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/// ECS tag indicating an AdvancedParallel node is currently active.
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/// </summary>
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public struct AdvancedParallelFlag : IComponentData, IEnableableComponent { }
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/// <summary>
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/// Runs the AdvancedParallel evaluation logic each frame via Burst-compiled ECS job.
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/// </summary>
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[DisableAutoCreation]
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public partial struct AdvancedParallelTaskSystem : ISystem
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{
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private EntityQuery m_Query;
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private void OnCreate(ref SystemState state)
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{
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m_Query = SystemAPI.QueryBuilder()
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.WithAllRW<BranchComponent>()
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.WithAllRW<TaskComponent>()
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.WithAllRW<AdvancedParallelComponent>()
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.WithAll<AdvancedParallelFlag, EvaluateFlag>()
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.Build();
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}
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[BurstCompile]
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private void OnUpdate(ref SystemState state)
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{
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var ecb = SystemAPI.GetSingleton<EndSimulationEntityCommandBufferSystem.Singleton>()
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.CreateCommandBuffer(state.WorldUnmanaged);
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state.Dependency = new AdvancedParallelJob
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{
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EntityCommandBuffer = ecb.AsParallelWriter()
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}.ScheduleParallel(m_Query, state.Dependency);
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}
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[BurstCompile]
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private partial struct AdvancedParallelJob : IJobEntity
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{
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public EntityCommandBuffer.ParallelWriter EntityCommandBuffer;
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[BurstCompile]
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public void Execute(
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Entity entity,
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[EntityIndexInQuery] int entityIndex,
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ref DynamicBuffer<AdvancedParallelComponent> parallelComponents,
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ref DynamicBuffer<TaskComponent> taskComponents,
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ref DynamicBuffer<BranchComponent> branchComponents)
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{
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for (int i = 0; i < parallelComponents.Length; ++i)
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{
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var parallelComponent = parallelComponents[i];
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var taskComponent = taskComponents[parallelComponent.Index];
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var taskStatus = taskComponent.Status;
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if (taskStatus != TaskStatus.Queued && taskStatus != TaskStatus.Running)
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continue;
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var branchComponent = branchComponents[taskComponent.BranchIndex];
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if (branchComponent.InterruptType != InterruptType.None || !branchComponent.CanExecute)
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continue;
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ushort childIndex;
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TaskComponent childTaskComponent;
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// ── Initialize all children on first activation ──────────────────────────
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if (taskStatus == TaskStatus.Queued)
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{
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taskComponent.Status = TaskStatus.Running;
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taskComponents[taskComponent.Index] = taskComponent;
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childIndex = (ushort)(parallelComponent.Index + 1);
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while (childIndex != ushort.MaxValue)
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{
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childTaskComponent = taskComponents[childIndex];
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if (childTaskComponent.Status != TaskStatus.Queued)
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{
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childTaskComponent.Status = TaskStatus.Queued;
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taskComponents[childIndex] = childTaskComponent;
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}
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var initBranch = branchComponents[childTaskComponent.BranchIndex];
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if (initBranch.NextIndex != childTaskComponent.Index)
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{
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initBranch.NextIndex = childTaskComponent.Index;
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branchComponents[childTaskComponent.BranchIndex] = initBranch;
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}
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childIndex = childTaskComponent.SiblingIndex;
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}
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}
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// ── Scan children and collect status flags ───────────────────────────────
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var anyRunning = false;
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var anySuccess = false;
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var anyFailure = false;
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childIndex = (ushort)(parallelComponent.Index + 1);
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while (childIndex != ushort.MaxValue)
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{
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childTaskComponent = taskComponents[childIndex];
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if (childTaskComponent.Status == TaskStatus.Queued ||
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childTaskComponent.Status == TaskStatus.Running)
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{
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anyRunning = true;
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}
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else if (childTaskComponent.Status == TaskStatus.Success)
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{
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anySuccess = true;
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// Mark this branch as done so it doesn't keep executing.
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var childBranch = branchComponents[childTaskComponent.BranchIndex];
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if (childBranch.ActiveIndex != ushort.MaxValue && childBranch.NextIndex != ushort.MaxValue)
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{
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childBranch.NextIndex = ushort.MaxValue;
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branchComponents[childTaskComponent.BranchIndex] = childBranch;
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}
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}
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else if (childTaskComponent.Status == TaskStatus.Failure)
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{
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anyFailure = true;
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// Stop this branch. Other branches continue when AllFailure policy is active.
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var childBranch = branchComponents[childTaskComponent.BranchIndex];
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if (childBranch.NextIndex != ushort.MaxValue)
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{
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childBranch.NextIndex = ushort.MaxValue;
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branchComponents[childTaskComponent.BranchIndex] = childBranch;
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}
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}
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childIndex = childTaskComponent.SiblingIndex;
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}
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// ── Apply success/failure policies ───────────────────────────────────────
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bool allTerminated = !anyRunning;
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// Success condition
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bool shouldSucceed = parallelComponent.OneSuccessPolicy
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? anySuccess // OneSuccess: any child succeeded
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: allTerminated && !anyFailure; // AllSuccess: all done with no failures
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// Failure condition (only evaluated when success hasn't triggered)
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bool shouldFail = false;
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if (!shouldSucceed)
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{
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shouldFail = !parallelComponent.AllFailurePolicy
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? anyFailure // OneFailure: any single failure → fail immediately
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: allTerminated; // AllFailure: fail only when nothing is still running
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}
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if (!shouldSucceed && !shouldFail)
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continue;
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// ── Stop all remaining running/queued children ───────────────────────────
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ushort maxChildIndex = taskComponent.ChildUpperIndex > taskComponent.Index
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? taskComponent.ChildUpperIndex
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: (ushort)taskComponent.Index;
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var interruptedFlagSet = false;
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for (ushort j = (ushort)(taskComponent.Index + 1); j <= maxChildIndex; ++j)
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{
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childTaskComponent = taskComponents[j];
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if (childTaskComponent.Status == TaskStatus.Running ||
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childTaskComponent.Status == TaskStatus.Queued)
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{
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childTaskComponent.Status = TaskStatus.Failure;
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taskComponents[j] = childTaskComponent;
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if (!interruptedFlagSet)
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{
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EntityCommandBuffer.SetComponentEnabled<InterruptedFlag>(entityIndex, entity, true);
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interruptedFlagSet = true;
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}
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branchComponent = branchComponents[childTaskComponent.BranchIndex];
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if (branchComponent.ActiveIndex == childTaskComponent.Index &&
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branchComponent.NextIndex != ushort.MaxValue)
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{
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branchComponent.NextIndex = ushort.MaxValue;
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branchComponents[childTaskComponent.BranchIndex] = branchComponent;
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}
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}
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}
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// ── Propagate result to parent ────────────────────────────────────────────
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branchComponent = branchComponents[taskComponent.BranchIndex];
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if (branchComponent.NextIndex != taskComponent.ParentIndex)
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{
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branchComponent.NextIndex = taskComponent.ParentIndex;
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branchComponents[taskComponent.BranchIndex] = branchComponent;
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}
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taskComponent.Status = shouldSucceed ? TaskStatus.Success : TaskStatus.Failure;
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taskComponents[taskComponent.Index] = taskComponent;
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}
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}
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}
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}
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}
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#endif
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