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Cielonos/Packages/com.opsive.behaviordesigner/Runtime/Systems/CleanupSystem.cs
SoulliesOfficial 50ee502684 完善
2026-02-13 09:22:11 -05:00

176 lines
7.7 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Runtime.Systems
{
using Opsive.BehaviorDesigner.Runtime.Components;
using Opsive.BehaviorDesigner.Runtime.Groups;
using Unity.Burst;
using Unity.Burst.Intrinsics;
using Unity.Collections;
using Unity.Entities;
/// <summary>
/// Resets the evaluation status.
/// </summary>
[DisableAutoCreation]
[UpdateInGroup(typeof(BehaviorTreeSystemGroup), OrderLast = true)]
[BurstCompile]
public partial struct EvaluationCleanupSystem : ISystem
{
private EntityQuery m_EvaluateCleanupQuery;
private ComponentTypeHandle<EnabledFlag> m_EnabledComponentHandle;
private ComponentTypeHandle<EvaluateFlag> m_EvaluateComponentHandle;
private BufferTypeHandle<BranchComponent> m_BranchComponentHandle;
/// <summary>
/// Creates the required objects for use within the job system.
/// </summary>
/// <param name="state">The current SystemState.</param>
[BurstCompile]
private void OnCreate(ref SystemState state)
{
m_EvaluateCleanupQuery = new EntityQueryBuilder(Allocator.Temp)
.WithAll<EvaluateFlag>()
.WithAllRW<BranchComponent>()
.WithOptions(EntityQueryOptions.IgnoreComponentEnabledState)
.Build(ref state);
m_EnabledComponentHandle = state.GetComponentTypeHandle<EnabledFlag>();
m_EvaluateComponentHandle = state.GetComponentTypeHandle<EvaluateFlag>();
m_BranchComponentHandle = state.GetBufferTypeHandle<BranchComponent>();
}
/// <summary>
/// Updates the data object values for use within the job system.
/// </summary>
/// <param name="state">The current SystemState.</param>
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
state.Dependency.Complete();
// Reset the evaluation status.
m_EnabledComponentHandle.Update(ref state);
m_EvaluateComponentHandle.Update(ref state);
m_BranchComponentHandle.Update(ref state);
var evaluationCleanupJob = new EvaluationCleanupJob()
{
EnabledComponentHandle = m_EnabledComponentHandle,
EvaluateComponentHandle = m_EvaluateComponentHandle,
BranchComponentHandle = m_BranchComponentHandle,
};
state.Dependency = evaluationCleanupJob.ScheduleParallel(m_EvaluateCleanupQuery, state.Dependency);
}
/// <summary>
/// Job that resets the EvaluationComponent component value.
/// </summary>
[BurstCompile(CompileSynchronously = true)]
public struct EvaluationCleanupJob : IJobChunk
{
[UnityEngine.Tooltip("A reference to the Enabled Component Handle.")]
public ComponentTypeHandle<EnabledFlag> EnabledComponentHandle;
[UnityEngine.Tooltip("A reference to the Evaluate Component Handle.")]
public ComponentTypeHandle<EvaluateFlag> EvaluateComponentHandle;
[UnityEngine.Tooltip("A reference to the Branch Component Handle.")]
public BufferTypeHandle<BranchComponent> BranchComponentHandle;
/// <summary>
/// Resets the EvaluationComponent component value.
/// </summary>
/// <param name="chunk">Block of memory that contains the entity and components.</param>
/// <param name="unfilteredChunkIndex">The index of the chunk.</param>
/// <param name="useEnabledMask">Should the enabled mask be used?</param>
/// <param name="chunkEnabledMask">The bitwise enabled mask.</param>
[BurstCompile]
public void Execute(in ArchetypeChunk chunk, int unfilteredChunkIndex, bool useEnabledMask, in v128 chunkEnabledMask)
{
var branchAccessor = chunk.GetBufferAccessor(ref BranchComponentHandle);
for (int i = 0; i < chunk.Count; i++) {
// If the chunk is enabled then it should be evaluated.
if (chunk.IsComponentEnabled<EnabledFlag>(ref EnabledComponentHandle, i)) {
chunk.SetComponentEnabled<EvaluateFlag>(ref EvaluateComponentHandle, i, true);
}
// Reset CanExecute for all branches so they can execute in the next tick.
var branchComponents = branchAccessor[i];
for (int j = 0; j < branchComponents.Length; j++) {
var branchComponent = branchComponents[j];
branchComponent.CanExecute = true;
branchComponent.LastActiveIndex = ushort.MaxValue;
branchComponents[j] = branchComponent;
}
}
}
}
}
/// <summary>
/// Resets the InterruptedFlag enabled value.
/// </summary>
[DisableAutoCreation]
[UpdateInGroup(typeof(BehaviorTreeSystemGroup), OrderLast = true)]
[BurstCompile]
public partial struct InterruptedCleanupSystem : ISystem
{
private EntityQuery m_InterruptedCleanupQuery;
private ComponentTypeHandle<InterruptedFlag> m_InterruptedComponentHandle;
/// <summary>
/// Creates the required objects for use within the job system.
/// </summary>
/// <param name="state">The current SystemState.</param>
[BurstCompile]
private void OnCreate(ref SystemState state)
{
m_InterruptedCleanupQuery = new EntityQueryBuilder(Allocator.Temp)
.WithAll<InterruptedFlag>()
.Build(ref state);
m_InterruptedComponentHandle = state.GetComponentTypeHandle<InterruptedFlag>();
}
/// <summary>
/// Updates the data object values for use within the job system.
/// </summary>
/// <param name="state">The current SystemState.</param>
[BurstCompile]
private void OnUpdate(ref SystemState state)
{
// Clean up the interrupted tag.
m_InterruptedComponentHandle.Update(ref state);
var interruptedJob = new InterruptedCleanupJob()
{
InterruptedComponentHandle = m_InterruptedComponentHandle,
};
state.Dependency = interruptedJob.ScheduleParallel(m_InterruptedCleanupQuery, state.Dependency);
}
/// <summary>
/// Job that resets the InterruptedFlag value.
/// </summary>
[BurstCompile(CompileSynchronously = true)]
public partial struct InterruptedCleanupJob : IJobChunk
{
[UnityEngine.Tooltip("A reference to the Interrupted Component Handle.")]
public ComponentTypeHandle<InterruptedFlag> InterruptedComponentHandle;
/// <summary>
/// Resets the InterruptedFlag value.
/// </summary>
/// <param name="entity">The entity that is being acted upon.</param>
/// <param name="entityIndex">The index of the entity.</param>
[BurstCompile]
public void Execute(in ArchetypeChunk chunk, int unfilteredChunkIndex, bool useEnabledMask, in v128 chunkEnabledMask)
{
for (int i = 0; i < chunk.Count; i++) {
// Only chunks with the tag enabled will be returned so there's no need to check if the tag is enabled.
chunk.SetComponentEnabled<InterruptedFlag>(ref InterruptedComponentHandle, i, false);
}
}
}
}
}
#endif