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| using Unity.Burst; | |
| using Unity.Collections; | |
| using Unity.Entities; | |
| using Unity.Jobs; | |
| using Unity.Mathematics; | |
| using UnityEngine; | |
| namespace AiGame.Ecs.Systems | |
| { | |
| public class LosDirectSystem : JobComponentSystem | |
| { | |
| public struct LosRequestData | |
| { | |
| public ComponentDataArray<LosRequest> Requests; | |
| public EntityArray Entities; | |
| public readonly int Length; | |
| } | |
| public static LosDirectSystem Instance { get; private set; } | |
| [Inject] | |
| private LosRequestData Data; | |
| [Inject] | |
| private EndFrameBarrier EndFrameBarrier; | |
| private NativeArray<RaycastHit> Hits; | |
| private NativeArray<RaycastCommand> Commands; | |
| private NativeHashMap<int, LosRequest> Responses; | |
| private JobHandle JobHandle; | |
| public LosRequest GetResponse(int id) | |
| { | |
| LosRequest response; | |
| if (Responses.TryGetValue(id, out response)) | |
| { | |
| Responses.Remove(id); | |
| } | |
| return response; | |
| } | |
| public void Request(LosRequest request) | |
| { | |
| var commandBuffer = EndFrameBarrier.CreateCommandBuffer(); | |
| commandBuffer.CreateEntity(EcsGlobals.LosRequestArchetype); | |
| commandBuffer.SetComponent(request); | |
| } | |
| protected override void OnCreateManager(int capacity) | |
| { | |
| base.OnCreateManager(capacity); | |
| Instance = this; | |
| Responses = new NativeHashMap<int, LosRequest>(2048, Allocator.Persistent); | |
| } | |
| protected override void OnDestroyManager() | |
| { | |
| base.OnDestroyManager(); | |
| if (Responses.IsCreated) Responses.Dispose(); | |
| } | |
| protected override JobHandle OnUpdate(JobHandle inputDeps) | |
| { | |
| EntityCommandBuffer buffer = EndFrameBarrier.CreateCommandBuffer(); | |
| for (int i = 0; i < Data.Length; i++) | |
| { | |
| LosRequest request = Data.Requests[i]; | |
| if (request.Completed == 1) | |
| { | |
| Responses.Remove(request.Id); | |
| Responses.TryAdd(request.Id, request); | |
| buffer.DestroyEntity(Data.Entities[i]); | |
| } | |
| } | |
| Commands = new NativeArray<RaycastCommand>(Data.Length, Allocator.TempJob); | |
| Hits = new NativeArray<RaycastHit>(Data.Length, Allocator.TempJob); | |
| var startJob = new LosStartJob | |
| { | |
| Requests = Data.Requests, | |
| Commands = Commands | |
| }; | |
| var finishJob = new LosFinishJob | |
| { | |
| Requests = Data.Requests, | |
| Commands = Commands, | |
| Hits = Hits | |
| }; | |
| var startHandle = startJob.Schedule(inputDeps); | |
| var raycastHandle = RaycastCommand.ScheduleBatch(Commands, Hits, 1, startHandle); | |
| var finishHandle = finishJob.Schedule(raycastHandle); | |
| return finishHandle; | |
| } | |
| [BurstCompile] | |
| struct LosStartJob : IJob | |
| { | |
| public NativeArray<RaycastCommand> Commands; | |
| [ReadOnly] | |
| public ComponentDataArray<LosRequest> Requests; | |
| public void Execute() | |
| { | |
| int raycastIndex = 0; | |
| for (int i = 0; i < Requests.Length; i++) | |
| { | |
| LosRequest request = Requests[i]; | |
| Vector3 start = request.Start; | |
| Vector3 end = request.End; | |
| float3 dir = request.End - request.Start; | |
| float distance = Vector3.Distance(request.Start, request.End); | |
| Commands[raycastIndex] = new RaycastCommand(request.Start, math.normalize(dir), distance, request.LayerMask, 1); | |
| raycastIndex++; | |
| } | |
| } | |
| } | |
| [BurstCompile] | |
| struct LosFinishJob : IJob | |
| { | |
| [DeallocateOnJobCompletion] | |
| public NativeArray<RaycastCommand> Commands; | |
| [DeallocateOnJobCompletion] | |
| public NativeArray<RaycastHit> Hits; | |
| public ComponentDataArray<LosRequest> Requests; | |
| public void Execute() | |
| { | |
| for (int i = 0; i < Requests.Length; i++) | |
| { | |
| LosRequest request = Requests[i]; | |
| RaycastHit hit = Hits[i]; | |
| if (hit.point == Vector3.zero) | |
| { | |
| request.Result = 1; | |
| } | |
| else | |
| { | |
| request.Result = 0; | |
| } | |
| request.Completed = 1; | |
| Requests[i] = request; | |
| } | |
| } | |
| } | |
| } | |
| } | |
| using Unity.Entities; | |
| using Unity.Mathematics; | |
| namespace AiGame.Ecs.Systems | |
| { | |
| public struct LosRequest : IComponentData | |
| { | |
| public int Id; | |
| public float3 Start; | |
| public float3 End; | |
| public int Result; | |
| public int LayerMask; | |
| public int Completed; | |
| public static LosRequest Create(int requestId, float3 start, float3 end, int layerMask) | |
| { | |
| LosRequest request = new LosRequest(); | |
| request.LayerMask = layerMask; | |
| request.Id = requestId; | |
| request.Start = start; | |
| request.End = end; | |
| return request; | |
| } | |
| } | |
| } | |
| // snippet of how to init archetypes | |
| public static EntityArchetype LosRequestArchetype; | |
| [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] | |
| public static void Init() | |
| { | |
| EntityManager entityManager = World.Active.GetOrCreateManager<EntityManager>(); | |
| LosRequestArchetype = entityManager.CreateArchetype(typeof(LosRequest)); | |
| } |
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