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Cielonos/Packages/com.opsive.behaviordesigner/Samples~/Scripts/EntitiesScene/Tasks/Damage.cs
SoulliesOfficial 50ee502684 完善
2026-02-13 09:22:11 -05:00

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C#

/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Samples
{
using Opsive.BehaviorDesigner.Runtime.Components;
using Opsive.BehaviorDesigner.Runtime.Tasks;
using Opsive.GraphDesigner.Runtime;
using Unity.Entities;
using UnityEngine;
using System;
[Tooltip("Damages any entity that has the HealthComponent.")]
[Shared.Utility.Category("Behavior Designer Samples/DOTS")]
public class Damage : ECSActionTask<DamageTaskSystem, DamageComponent>
{
[Tooltip("The amount of damage to apply.")]
[SerializeField] float m_DamageAmount;
/// <summary>
/// The type of flag that should be enabled when the task is running.
/// </summary>
public override ComponentType Flag { get => typeof(DamageFlag); }
/// <summary>
/// Resets the task to its default values.
/// </summary>
public override void Reset() { m_DamageAmount = 1; }
/// <summary>
/// Returns a new TBufferElement for use by the system.
/// </summary>
/// <returns>A new TBufferElement for use by the system.</returns>
public override DamageComponent GetBufferElement()
{
return new DamageComponent()
{
Index = RuntimeIndex,
DamageAmount = m_DamageAmount,
};
}
}
/// <summary>
/// The DOTS data structure for the Damage struct.
/// </summary>
public struct DamageComponent : IBufferElementData
{
[Tooltip("The index of the node.")]
public ushort Index;
[Tooltip("The amount of damage to apply.")]
public float DamageAmount;
}
/// <summary>
/// A DOTS flag indicating when a Fire node is active.
/// </summary>
public struct DamageFlag : IComponentData, IEnableableComponent { }
/// <summary>
/// Runs the Damage logic.
/// </summary>
[DisableAutoCreation]
public partial class DamageTaskSystem : SystemBase
{
public Action<float> OnDamage;
/// <summary>
/// Updates the logic.
/// </summary>
protected override void OnUpdate()
{
var ecb = new EntityCommandBuffer(WorldUpdateAllocator);
foreach (var (branchComponents, taskComponents, damageComponents) in
SystemAPI.Query<DynamicBuffer<BranchComponent>, DynamicBuffer<TaskComponent>, DynamicBuffer<DamageComponent>>().WithAll<DamageFlag, EvaluateFlag>()) {
for (int i = 0; i < damageComponents.Length; ++i) {
var damageComponent = damageComponents[i];
var taskComponent = taskComponents[damageComponent.Index];
var branchComponent = branchComponents[taskComponent.BranchIndex];
if (!branchComponent.CanExecute) {
continue;
}
if (taskComponent.Status != TaskStatus.Queued) {
continue;
}
// Apply the damage.
foreach (var (healthComponent, entity) in SystemAPI.Query<RefRW<HealthComponent>>().WithEntityAccess()) {
healthComponent.ValueRW.Value -= damageComponent.DamageAmount;
if (healthComponent.ValueRO.Value <= 0) {
ecb.AddComponent<DestroyEntityTag>(entity);
}
OnDamage?.Invoke(healthComponent.ValueRO.Value);
}
// The task will always return immediately.
taskComponent.Status = TaskStatus.Success;
var taskComponentBuffer = taskComponents;
taskComponentBuffer[damageComponent.Index] = taskComponent;
}
}
ecb.Playback(EntityManager);
ecb.Dispose();
}
}
}