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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using System;
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namespace Cielonos.MainGame.Characters.AI
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{
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[Description("可配置成功/失败策略的高级顺序节点。\n" +
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"按顺序逐个执行子节点,根据策略决定整体结果。\n" +
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"OneSuccess:任一子节点 Success 即整体成功。\n" +
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"AllFailure:单个失败不中止后续子节点,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 AdvancedSequence : ECSCompositeTask<AdvancedSequenceTaskSystem, AdvancedSequenceComponent, AdvancedSequenceFlag>,
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IParentNode, IConditionalAbortParent, IInterruptResponder, ISavableTask, ICloneable
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{
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[Tooltip("AllSuccess:全部子节点成功才整体成功。OneSuccess:任一子节点成功即整体成功。")]
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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,单个失败不中止后续子节点。")]
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[SerializeField] private FailurePolicy m_FailurePolicy = FailurePolicy.OneFailure;
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[Tooltip("指定子节点条件中断的重新评估方式。")]
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[SerializeField] private ConditionalAbortType m_AbortType;
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private ushort m_ComponentIndex;
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public ConditionalAbortType AbortType { get => m_AbortType; set => m_AbortType = value; }
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public Type InterruptSystemType => typeof(AdvancedSequenceInterruptSystem);
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/// <summary>
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/// Returns a new buffer element for use by the ECS system.
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/// </summary>
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public override AdvancedSequenceComponent GetBufferElement()
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{
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return new AdvancedSequenceComponent
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{
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Index = RuntimeIndex,
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ActiveChildIndex = 0,
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OneSuccessPolicy = m_SuccessPolicy == SuccessPolicy.OneSuccess,
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AllFailurePolicy = m_FailurePolicy == FailurePolicy.AllFailure,
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AnyChildSucceeded = false,
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AnyChildFailed = false
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};
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}
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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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m_ComponentIndex = (ushort)base.AddBufferElement(world, entity, registry, gameObject);
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ComponentUtility.AddInterruptComponents(world.EntityManager, entity);
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return m_ComponentIndex;
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}
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/// <summary>
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/// Specifies that no reflection-based save is needed.
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/// </summary>
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public MemberVisibility GetSaveReflectionType(int index) { return MemberVisibility.None; }
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/// <summary>
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/// Saves the current task state.
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/// </summary>
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public object Save(World world, Entity entity)
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{
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var components = world.EntityManager.GetBuffer<AdvancedSequenceComponent>(entity);
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var comp = components[m_ComponentIndex];
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return new object[] { comp.ActiveChildIndex, comp.AnyChildSucceeded, comp.AnyChildFailed };
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}
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/// <summary>
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/// Loads the previous task state.
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/// </summary>
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public void Load(object saveData, World world, Entity entity)
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{
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var arr = (object[])saveData;
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var components = world.EntityManager.GetBuffer<AdvancedSequenceComponent>(entity);
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var comp = components[m_ComponentIndex];
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comp.ActiveChildIndex = (ushort)arr[0];
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comp.AnyChildSucceeded = (bool)arr[1];
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comp.AnyChildFailed = (bool)arr[2];
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components[m_ComponentIndex] = comp;
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}
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/// <summary>
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/// Creates a deep clone of the task.
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/// </summary>
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public object Clone()
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{
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var clone = Activator.CreateInstance<AdvancedSequence>();
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clone.Index = Index;
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clone.ParentIndex = ParentIndex;
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clone.SiblingIndex = SiblingIndex;
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clone.Enabled = Enabled;
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clone.AbortType = AbortType;
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return clone;
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}
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/// <summary>
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/// Resets the task fields to their default values.
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/// </summary>
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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.AllSuccess;
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m_FailurePolicy = FailurePolicy.OneFailure;
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}
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}
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/// <summary>
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/// ECS buffer element storing the runtime state and policy flags for AdvancedSequence.
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/// </summary>
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public struct AdvancedSequenceComponent : IBufferElementData
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{
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[SerializeField] private ushort m_Index;
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[SerializeField] private ushort m_ActiveChildIndex;
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[SerializeField] private bool m_OneSuccessPolicy;
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[SerializeField] private bool m_AllFailurePolicy;
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[SerializeField] private bool m_AnyChildSucceeded;
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[SerializeField] private bool m_AnyChildFailed;
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public ushort Index { get => m_Index; set => m_Index = value; }
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public ushort ActiveChildIndex { get => m_ActiveChildIndex; set => m_ActiveChildIndex = 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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public bool AnyChildSucceeded { get => m_AnyChildSucceeded; set => m_AnyChildSucceeded = value; }
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public bool AnyChildFailed { get => m_AnyChildFailed; set => m_AnyChildFailed = value; }
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}
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/// <summary>
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/// ECS tag indicating an AdvancedSequence node is currently active.
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/// </summary>
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public struct AdvancedSequenceFlag : IComponentData, IEnableableComponent { }
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/// <summary>
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/// Runs the AdvancedSequence 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 AdvancedSequenceTaskSystem : 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<AdvancedSequenceComponent>()
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.WithAll<AdvancedSequenceFlag, 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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state.Dependency = new AdvancedSequenceJob()
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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 AdvancedSequenceJob : IJobEntity
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{
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[BurstCompile]
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public void Execute(
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ref DynamicBuffer<BranchComponent> branchComponents,
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ref DynamicBuffer<TaskComponent> taskComponents,
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ref DynamicBuffer<AdvancedSequenceComponent> sequenceComponents)
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{
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for (int i = 0; i < sequenceComponents.Length; ++i)
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{
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var seqComp = sequenceComponents[i];
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var taskComp = taskComponents[seqComp.Index];
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var taskStatus = taskComp.Status;
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if (taskStatus != TaskStatus.Queued && taskStatus != TaskStatus.Running)
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continue;
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var branchComp = branchComponents[taskComp.BranchIndex];
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if (branchComp.InterruptType != InterruptType.None || !branchComp.CanExecute)
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continue;
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// ── First activation: queue the first child ─────────────────────────
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if (taskStatus == TaskStatus.Queued)
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{
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taskComp.Status = TaskStatus.Running;
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taskComponents[taskComp.Index] = taskComp;
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seqComp.ActiveChildIndex = (ushort)(taskComp.Index + 1);
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seqComp.AnyChildSucceeded = false;
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seqComp.AnyChildFailed = false;
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sequenceComponents[i] = seqComp;
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branchComp.NextIndex = seqComp.ActiveChildIndex;
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branchComponents[taskComp.BranchIndex] = branchComp;
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var firstChild = taskComponents[branchComp.NextIndex];
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if (firstChild.Status != TaskStatus.Queued)
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{
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firstChild.Status = TaskStatus.Queued;
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taskComponents[branchComp.NextIndex] = firstChild;
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}
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}
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// ── Check the active child's status ─────────────────────────────────
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var childComp = taskComponents[seqComp.ActiveChildIndex];
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if (childComp.Status == TaskStatus.Queued || childComp.Status == TaskStatus.Running)
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continue; // Still running, wait.
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// Treat Inactive (disabled) children as Success.
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var childSucceeded = childComp.Status == TaskStatus.Success || childComp.Status == TaskStatus.Inactive;
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var childFailed = childComp.Status == TaskStatus.Failure;
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if (childSucceeded) seqComp.AnyChildSucceeded = true;
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if (childFailed) seqComp.AnyChildFailed = true;
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// ── Early termination checks ────────────────────────────────────────
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// OneSuccess: any child succeeding ends the sequence with Success.
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if (childSucceeded && seqComp.OneSuccessPolicy)
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{
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taskComp.Status = TaskStatus.Success;
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taskComponents[seqComp.Index] = taskComp;
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branchComp.NextIndex = taskComp.ParentIndex;
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branchComponents[taskComp.BranchIndex] = branchComp;
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sequenceComponents[i] = seqComp;
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continue;
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}
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// OneFailure (default): any child failing ends the sequence with Failure.
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if (childFailed && !seqComp.AllFailurePolicy)
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{
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taskComp.Status = TaskStatus.Failure;
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taskComponents[seqComp.Index] = taskComp;
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branchComp.NextIndex = taskComp.ParentIndex;
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branchComponents[taskComp.BranchIndex] = branchComp;
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sequenceComponents[i] = seqComp;
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continue;
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}
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// ── Advance to next sibling or finalize ─────────────────────────────
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if (childComp.SiblingIndex == ushort.MaxValue)
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{
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// No more children. Determine final result based on policies.
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bool shouldSucceed = seqComp.OneSuccessPolicy
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? seqComp.AnyChildSucceeded
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: !seqComp.AnyChildFailed;
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taskComp.Status = shouldSucceed ? TaskStatus.Success : TaskStatus.Failure;
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seqComp.ActiveChildIndex = (ushort)(seqComp.Index + 1);
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taskComponents[seqComp.Index] = taskComp;
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branchComp.NextIndex = taskComp.ParentIndex;
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branchComponents[taskComp.BranchIndex] = branchComp;
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}
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else
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{
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// Move to the next sibling.
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var siblingComp = taskComponents[childComp.SiblingIndex];
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if (siblingComp.Status != TaskStatus.Queued)
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{
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siblingComp.Status = TaskStatus.Queued;
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taskComponents[childComp.SiblingIndex] = siblingComp;
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}
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seqComp.ActiveChildIndex = childComp.SiblingIndex;
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branchComp.NextIndex = seqComp.ActiveChildIndex;
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branchComponents[taskComp.BranchIndex] = branchComp;
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}
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sequenceComponents[i] = seqComp;
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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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/// Handles interrupt recovery for AdvancedSequence — ensures ActiveChildIndex
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/// points to the correct running child after a conditional abort.
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/// </summary>
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[DisableAutoCreation]
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public partial struct AdvancedSequenceInterruptSystem : ISystem
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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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foreach (var (taskComponents, sequenceComponents) in
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SystemAPI.Query<DynamicBuffer<TaskComponent>, DynamicBuffer<AdvancedSequenceComponent>>()
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.WithAll<InterruptFlag>())
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{
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for (int i = 0; i < sequenceComponents.Length; ++i)
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{
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var seqComp = sequenceComponents[i];
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if (seqComp.ActiveChildIndex == ushort.MaxValue ||
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seqComp.ActiveChildIndex >= taskComponents.Length)
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continue;
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if (taskComponents[seqComp.ActiveChildIndex].Status != TaskStatus.Running)
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{
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var childIndex = (ushort)(seqComp.Index + 1);
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while (childIndex != ushort.MaxValue &&
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childIndex < taskComponents.Length &&
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taskComponents[childIndex].Status != TaskStatus.Running)
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{
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childIndex = taskComponents[childIndex].SiblingIndex;
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}
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if (childIndex != ushort.MaxValue && childIndex < taskComponents.Length)
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{
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seqComp.ActiveChildIndex = childIndex;
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}
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var buffer = sequenceComponents;
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buffer[i] = seqComp;
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}
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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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