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| #define FIND_ENEMY_SYSTEM_SIMPLE_
using Unity.Burst; using Unity.Collections; using Unity.Entities; using Unity.Jobs; using Unity.Mathematics; using Unity.Transforms; using UnityEngine;
namespace KillMonster { public struct BlockEntityInfo { public Entity Entity; public float3 Position; public BaseEntity BaseEntity; } public class EntityBlockSystem : ComponentSystem { public static NativeMultiHashMap<int, BlockEntityInfo> MapBlockEntityInfo; protected override void OnCreate() { MapBlockEntityInfo = new NativeMultiHashMap<int, BlockEntityInfo>(0, Allocator.TempJob);
base.OnCreate(); }
protected override void OnDestroy() { MapBlockEntityInfo.Dispose(); base.OnDestroy(); }
protected override void OnUpdate() { EntityQuery entityQuery = GetEntityQuery(typeof(Translation), typeof(BaseEntity));
MapBlockEntityInfo.Clear(); if (entityQuery.CalculateEntityCount() > MapBlockEntityInfo.Capacity) { MapBlockEntityInfo.Capacity = entityQuery.CalculateEntityCount(); } SetQuadrantDataHashMapJob setQuadrantDataHashMapJob = new SetQuadrantDataHashMapJob() { quadrantMultiHashMap = MapBlockEntityInfo.AsParallelWriter() };
JobHandle jobHandle = JobForEachExtensions.Schedule(setQuadrantDataHashMapJob, entityQuery); jobHandle.Complete(); DebugDrawQuadrant(Help.GetMouseWorldPosition()); Debug.Log(GetEntityCountInHashMap(MapBlockEntityInfo, Help.CalcPositionBlockId(Help.GetMouseWorldPosition()))); } private static void DebugDrawQuadrant(float3 position) { Vector3 lowerLeft = new Vector3(math.floor(position.x / Help.BLOCK_SIZE) * Help.BLOCK_SIZE, math.floor(position.y / Help.BLOCK_SIZE) * Help.BLOCK_SIZE, 0); Debug.DrawLine(lowerLeft, lowerLeft + new Vector3(+1, +0) * Help.BLOCK_SIZE); Debug.DrawLine(lowerLeft, lowerLeft + new Vector3(0, 1) * Help.BLOCK_SIZE); Debug.DrawLine(lowerLeft + new Vector3(+1, +0) * Help.BLOCK_SIZE, lowerLeft + new Vector3(1, 1) * Help.BLOCK_SIZE); Debug.DrawLine(lowerLeft + new Vector3(0, 1) * Help.BLOCK_SIZE, lowerLeft + new Vector3(1, 1) * Help.BLOCK_SIZE); } public static int GetEntityCountInHashMap(NativeMultiHashMap<int, BlockEntityInfo> quadrantMultiHashMap, int hashMapKey) { BlockEntityInfo quadrantData; NativeMultiHashMapIterator<int> nativeMultiHashMapIterator; int count = 0; if (quadrantMultiHashMap.TryGetFirstValue(hashMapKey, out quadrantData, out nativeMultiHashMapIterator)) { do { count++; } while (quadrantMultiHashMap.TryGetNextValue(out quadrantData, ref nativeMultiHashMapIterator)); }
return count; } [BurstCompile] private struct SetQuadrantDataHashMapJob : IJobForEachWithEntity<Translation, BaseEntity> { public NativeMultiHashMap<int, BlockEntityInfo>.ParallelWriter quadrantMultiHashMap;
public void Execute(Entity entity, int index, ref Translation translation, ref BaseEntity quadrantEntity) { int blockId = Help.CalcPositionBlockId(translation.Value); quadrantMultiHashMap.Add(blockId, new BlockEntityInfo { Entity = entity, Position = translation.Value, BaseEntity = quadrantEntity, }); } }
} #if FIND_ENEMY_SYSTEM_SIMPLE public class FindEnemySystem : ComponentSystem { protected override void OnUpdate() { Entities.WithNone<HadEnemy>().WithAll<Hero>().ForEach((Entity entity, ref Translation translation) => { float3 playerPos = translation.Value; Entity closestEnemy = Entity.Null; float3 closestEnemyPos = float3.zero; float closestDistSqr = -1;
Entities.WithAll<Enemy>().ForEach((Entity enemy, ref Translation translationEnemy) => { if (closestEnemy == Entity.Null) { closestEnemy = enemy; closestEnemyPos = translationEnemy.Value; closestDistSqr = math.distancesq(playerPos, closestEnemyPos); return; }
float enemyDistSqr = math.distancesq(playerPos, translationEnemy.Value); if (enemyDistSqr < closestDistSqr) { closestEnemy = enemy; closestEnemyPos = translationEnemy.Value; closestDistSqr = enemyDistSqr; } });
if (closestEnemy != Entity.Null) { PostUpdateCommands.AddComponent(entity, new HadEnemy(){Enemy = closestEnemy}); } }); } } #else public class FindEnemySystem : JobComponentSystem { private struct EntityWithPosition { public Entity Entity; public float3 Position; }
private EndSimulationEntityCommandBufferSystem commandBufferSystem;
protected override void OnCreate() { commandBufferSystem = World.GetOrCreateSystem<EndSimulationEntityCommandBufferSystem>(); base.OnCreate(); } protected override JobHandle OnUpdate(JobHandle inputDeps) { EntityQuery heroQuery = GetEntityQuery(typeof(Hero), ComponentType.Exclude<HadEnemy>()); NativeArray<Entity> arrHeroClosestEnemy = new NativeArray<Entity>(heroQuery.CalculateEntityCount(), Allocator.TempJob);
FindTargetJobWithBlock findTargetJob = new FindTargetJobWithBlock { MapAllEntity = EntityBlockSystem.MapBlockEntityInfo, ArrHeroClosestEnemy = arrHeroClosestEnemy, };
JobHandle jobHandle = findTargetJob.Schedule(this, inputDeps);
AddComponentJob addComponentJob = new AddComponentJob { ArrHeroClosestTarget = arrHeroClosestEnemy, CommandBuffer = commandBufferSystem.CreateCommandBuffer().ToConcurrent(), }; jobHandle = addComponentJob.Schedule(this, jobHandle); commandBufferSystem.AddJobHandleForProducer(jobHandle);
return jobHandle; }
[RequireComponentTag(typeof(Hero))] [ExcludeComponent(typeof(HadEnemy))] [BurstCompile] private struct FindTargetJob : IJobForEachWithEntity<Translation> { [DeallocateOnJobCompletion][ReadOnly]public NativeArray<EntityWithPosition> ArrEnemys; public NativeArray<Entity> ArrHeroClosestEnemy;
public void Execute(Entity entity, int index, ref Translation translation) { float3 heroPos = translation.Value; Entity closestTarget = Entity.Null; float3 closestPos = float3.zero;
for (int i = 0; i < ArrEnemys.Length; i++) { EntityWithPosition targetInfo = ArrEnemys[i];
if (closestTarget == Entity.Null) { closestTarget = targetInfo.Entity; closestPos = targetInfo.Position; continue; }
if (math.distance(heroPos, targetInfo.Position) < math.distance(heroPos, closestPos)) { closestTarget = targetInfo.Entity; closestPos = targetInfo.Position; } }
ArrHeroClosestEnemy[index] = closestTarget; } }
[RequireComponentTag(typeof(Hero))] [ExcludeComponent(typeof(HadEnemy))] [BurstCompile] private struct FindTargetJobWithBlock : IJobForEachWithEntity<Translation, BaseEntity> { [ReadOnly] public NativeMultiHashMap<int, BlockEntityInfo> MapAllEntity; public NativeArray<Entity> ArrHeroClosestEnemy;
public void Execute(Entity entity, int index, [ReadOnly] ref Translation translation, ref BaseEntity quadrantEntity) { float3 heroPos = translation.Value; Entity closestEnemy = Entity.Null; float closestDist = float.MaxValue;
int blockId = Help.CalcPositionBlockId(translation.Value);
FindEnemy(blockId, heroPos, quadrantEntity, ref closestEnemy, ref closestDist); FindEnemy(blockId + 1, heroPos, quadrantEntity, ref closestEnemy, ref closestDist); FindEnemy(blockId - 1, heroPos, quadrantEntity, ref closestEnemy, ref closestDist); FindEnemy(blockId + Help.BLOCK_ID_FAC_POS_Y, heroPos, quadrantEntity, ref closestEnemy, ref closestDist); FindEnemy(blockId - Help.BLOCK_ID_FAC_POS_Y, heroPos, quadrantEntity, ref closestEnemy, ref closestDist); FindEnemy(blockId + 1 + Help.BLOCK_ID_FAC_POS_Y, heroPos, quadrantEntity, ref closestEnemy, ref closestDist); FindEnemy(blockId - 1 + Help.BLOCK_ID_FAC_POS_Y, heroPos, quadrantEntity, ref closestEnemy, ref closestDist); FindEnemy(blockId + 1 - Help.BLOCK_ID_FAC_POS_Y, heroPos, quadrantEntity, ref closestEnemy, ref closestDist); FindEnemy(blockId - 1 - Help.BLOCK_ID_FAC_POS_Y, heroPos, quadrantEntity, ref closestEnemy, ref closestDist);
ArrHeroClosestEnemy[index] = closestEnemy; }
private void FindEnemy(int blockId, float3 heroPosition, BaseEntity checkEntity, ref Entity closestTargetEntity, ref float closestTargetDistance) { BlockEntityInfo tmpEntityInfo; NativeMultiHashMapIterator<int> iteMapInfo;
if (MapAllEntity.TryGetFirstValue(blockId, out tmpEntityInfo, out iteMapInfo)) { do { if (checkEntity.EntityType == tmpEntityInfo.BaseEntity.EntityType) { continue; } if (closestTargetEntity == Entity.Null) { closestTargetEntity = tmpEntityInfo.Entity; closestTargetDistance = math.distance(heroPosition, tmpEntityInfo.Position); continue; }
float tmpDist = math.distance(heroPosition, tmpEntityInfo.Position); if (tmpDist < closestTargetDistance) { closestTargetEntity = tmpEntityInfo.Entity; closestTargetDistance = tmpDist;
} } while (MapAllEntity.TryGetNextValue(out tmpEntityInfo, ref iteMapInfo)); } } }
[RequireComponentTag(typeof(Hero))] [ExcludeComponent(typeof(HadEnemy))] private struct AddComponentJob : IJobForEachWithEntity<Translation> { [DeallocateOnJobCompletion] [ReadOnly] public NativeArray<Entity> ArrHeroClosestTarget; public EntityCommandBuffer.Concurrent CommandBuffer; public void Execute(Entity entity, int index, ref Translation translation) { if (ArrHeroClosestTarget[index] != Entity.Null) { CommandBuffer.AddComponent(index, entity, new HadEnemy{Enemy = ArrHeroClosestTarget[index]}); } } } } #endif public class MoveToEnemySystem : ComponentSystem { private EntityManager entityMgr; protected override void OnCreate() { entityMgr = World.Active.EntityManager; base.OnCreate(); } protected override void OnUpdate() { Entities.ForEach((Entity entity, ref Hero player, ref HadEnemy hadEnemy, ref Translation translation) => { if (!entityMgr.Exists(hadEnemy.Enemy)) { PostUpdateCommands.RemoveComponent<HadEnemy>(entity); return; }
Translation tfEnemy = entityMgr.GetComponentData<Translation>(hadEnemy.Enemy); float3 moveDir = math.normalize(tfEnemy.Value - translation.Value);
translation.Value += moveDir * player.MoveSpeed * Time.deltaTime; if (math.distance(translation.Value, tfEnemy.Value) < 0.2f) { PostUpdateCommands.DestroyEntity(hadEnemy.Enemy); PostUpdateCommands.RemoveComponent<HadEnemy>(entity); } }); } } public class EnemyDebugSystem : ComponentSystem { private EntityManager entityMgr;
protected override void OnCreate() { entityMgr = World.Active.EntityManager; base.OnCreate(); }
protected override void OnUpdate() { Entities.ForEach((Entity entity, ref Translation translation, ref HadEnemy hadEnemy) => { if (!entityMgr.Exists(hadEnemy.Enemy)) { return; }
Translation tfTarget = entityMgr.GetComponentData<Translation>(hadEnemy.Enemy); Debug.DrawLine(translation.Value, tfTarget.Value); }); } } }
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