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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Samples
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{
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using Opsive.BehaviorDesigner.Runtime.Components;
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using Opsive.BehaviorDesigner.Runtime.Groups;
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.GraphDesigner.Runtime;
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using System;
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using Unity.Burst;
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using Unity.Entities;
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using Unity.Transforms;
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using UnityEngine;
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[Opsive.Shared.Utility.Description("Uses DOTS to determine if the entity has a target.")]
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[Shared.Utility.Category("Behavior Designer Samples/DOTS")]
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public class FindTarget : ECSActionTask<FindTargetTaskSystem, FindTargetComponent>
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{
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/// <summary>
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/// The type of flag that should be enabled when the task is running.
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/// </summary>
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public override ComponentType Flag { get => typeof(FindTargetFlag); }
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/// <summary>
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/// Returns a new TBufferElement for use by the system.
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/// </summary>
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/// <returns>A new TBufferElement for use by the system.</returns>
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public override FindTargetComponent GetBufferElement()
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{
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return new FindTargetComponent()
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{
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Index = RuntimeIndex,
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};
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}
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}
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/// <summary>
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/// The DOTS data structure for the FindTarget struct.
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/// </summary>
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public struct FindTargetComponent : IBufferElementData
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{
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[Tooltip("The index of the node.")]
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public ushort Index;
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}
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/// <summary>
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/// A DOTS flag indicating when a FindTarget node is active.
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/// </summary>
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public struct FindTargetFlag : IComponentData, IEnableableComponent { }
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/// <summary>
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/// Runs the FindTarget logic.
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/// </summary>
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[DisableAutoCreation]
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public partial struct FindTargetTaskSystem : ISystem
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{
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Unity.Mathematics.Random randomGenerator;
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/// <summary>
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/// The system has been created.
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/// </summary>
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/// <param name="state">The current SystemState.</param>
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private void OnCreate(ref SystemState state)
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{
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randomGenerator = new Unity.Mathematics.Random((uint)DateTime.Now.Ticks);
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}
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/// <summary>
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/// Updates the logic.
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/// </summary>
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/// <param name="state">The current state of the system.</param>
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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 = new EntityCommandBuffer(state.WorldUpdateAllocator);
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foreach (var (transform, taskComponents, findTargetComponents) in
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SystemAPI.Query<RefRW<LocalTransform>, DynamicBuffer<TaskComponent>, DynamicBuffer<FindTargetComponent>>().WithAll<FindTargetFlag, EvaluateFlag>()) {
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for (int i = 0; i < findTargetComponents.Length; ++i) {
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var fndTargetComponent = findTargetComponents[i];
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var taskComponent = taskComponents[fndTargetComponent.Index];
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if (taskComponent.Status != TaskStatus.Queued) {
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continue;
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}
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var index = -1;
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var count = 0;
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var entities = state.EntityManager.GetAllEntities(Unity.Collections.Allocator.Temp);
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var foundAgent = false;
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if (entities.Length > 0) {
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do {
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index = randomGenerator.NextInt(entities.Length);
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count++;
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} while (count < entities.Length * 2 && !(foundAgent = state.EntityManager.HasComponent<AgentTag>(entities[index])));
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}
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// A new target has been found. Add the TargetEntityTag.
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if (foundAgent) {
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ecb.AddComponent<TargetEntityTag>(entities[index]);
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}
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entities.Dispose();
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// The task is complete, return to the parent.
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taskComponent.Status = foundAgent ? TaskStatus.Success : TaskStatus.Failure;
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var taskComponentBuffer = taskComponents;
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taskComponentBuffer[fndTargetComponent.Index] = taskComponent;
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}
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}
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ecb.Playback(state.EntityManager);
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ecb.Dispose();
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}
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}
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}
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