Пример #1
0
        public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
        {
            var index = chunk.GetSharedComponentIndex(launchType);

            var translations = chunk.GetNativeArray(translationType);
            var scales       = chunk.GetNativeArray(scaleType);
            var actions      = chunk.GetNativeArray(actionType);
            var targets      = chunk.GetNativeArray(targetType);

            for (int i = 0; i < chunk.Count; i++)
            {
                var action = actions[i];
                if (!action.out_ActionFlag)
                {
                    continue;
                }

                var shootData = new ShootData()
                {
                    ownerPosition  = translations[i].Value,
                    ownerScale     = scales[i].Value,
                    targetPosition = targets[i].value,
                };

                detectedActions.Add(index, shootData);
            }
        }
Пример #2
0
        public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
        {
            var index = chunk.GetSharedComponentIndex(squadTagType);
            var datas = chunk.GetNativeArray(squadDataType);

            var notSetIndicesCount = 0;

            for (int i = 0; i < chunk.Count; i++)
            {
                if (datas[i].indexOlreadySet)
                {
                    indicesInSquadBySharedIndices.Add(
                        index,
                        datas[i].indexInSquad
                        );
                }
                else
                {
                    notSetIndicesCount++;
                }
            }

            chunkCountDataBySharedIndex.Add(
                index,
                new ChunkSquadCountData()
            {
                chunkIndex         = chunkIndex,
                entityCount        = chunk.Count,
                sharedIndex        = index,
                notSetIndicesCount = notSetIndicesCount
            }
                );
        }
Пример #3
0
        public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
        {
            var sharedComponentIndex = chunk.GetSharedComponentIndex(ChunkSharedComponentType);

            for (var i = 0; i < chunk.Count; ++i)
            {
                Indices[firstEntityIndex + i] = sharedComponentIndex;
            }
        }
        public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
        {
            int squadIndex = chunk.GetSharedComponentIndex(squadTagType);

            var es = chunk.GetNativeArray(entityType);

            for (int i = 0; i < es.Length; i++)
            {
                entities.Add(squadIndex, es[i]);
            }
        }
Пример #5
0
        public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
        {
            var index = chunk.GetSharedComponentIndex(squadTagType);
            SquadFormationData formationData;

            if (!squadTagMap.TryGetValue(index, out formationData))
            {
                return;
            }

            var squadDatas = chunk.GetNativeArray(squadType);
            var moveDatas  = chunk.GetNativeArray(moveType);
            var scaleDatas = new NativeArray <Scale>();

            var hasScale = chunk.Has(scaleType);

            if (hasScale)
            {
                scaleDatas = chunk.GetNativeArray(scaleType);
            }

            for (int i = 0; i < chunk.Count; i++)
            {
                var move  = moveDatas[i];
                var scale = 1f;
                if (hasScale)
                {
                    scale = scaleDatas[i].Value;
                }
                var squadData = squadDatas[i];

                var rot = new float2(
                    math.cos(math.radians(formationData.mainData.rotationDegrees)),
                    math.sin(math.radians(formationData.mainData.rotationDegrees))
                    );
                var shiftSC = new float2(
                    math.cos(math.radians(formationData.mainData.horisontalShift * 2 + 90)),
                    math.sin(math.radians(formationData.mainData.verticalShift * 2))
                    );
                float2 indexPosInSquad;
                move.positionToMove = GetPositionInSquad(
                    out indexPosInSquad,
                    ref formationData,
                    squadData.indexInSquad,
                    scale,
                    ref rnd,
                    rot,
                    shiftSC
                    );
                squadData.indexPositionInSquad = indexPosInSquad;
                squadDatas[i] = squadData;
                moveDatas[i]  = move;
            }
        }
        public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
        {
            var index      = chunk.GetSharedComponentIndex(squadTagType);
            var animators  = chunk.GetNativeArray(animatorType);
            var animations = chunk.GetNativeArray(animationType);

            for (int i = 0; i < chunk.Count; i++)
            {
                if (animators[i].shooting)
                {
                    squadsPauses.Add(index, animations[i].pause);
                }
            }
        }
        public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
        {
            var sharedindex = chunk.GetSharedComponentIndex(squadTagType);

            SquadSortData sortData;

            if (!setIndicesDataByChunkIndex.TryGetValue(chunkIndex, out sortData))
            {
                return;
            }
            var squadDatas = chunk.GetNativeArray(squadDataType);

            int addedCount         = 0;
            int currentMapPosition = 0;

            NativeMultiHashMapIterator <int> iterator;
            int currentValue;

            if (!newIndicesBySharedIndex.TryGetFirstValue(sharedindex, out currentValue, out iterator))
            {
                return;
            }
            while (currentMapPosition < sortData.startIndexInCourceArray && newIndicesBySharedIndex.TryGetNextValue(out currentValue, ref iterator))
            {
                currentMapPosition++;
            }

            for (int i = 0; i < chunk.Count; i++)
            {
                var data = squadDatas[i];
                if (data.indexOlreadySet)
                {
                    continue;
                }

                data.indexInSquad    = currentValue;
                data.indexOlreadySet = true;
                squadDatas[i]        = data;

                addedCount++;
                if (addedCount < sortData.cntToAdd && newIndicesBySharedIndex.TryGetNextValue(out currentValue, ref iterator))
                {
                    currentMapPosition++;
                }
            }
        }
        public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
        {
            var random          = new Unity.Mathematics.Random(RandomSeed);
            var index           = chunk.GetSharedComponentIndex(SpriteAnimationChunkType);
            var spriteAnimation = UniqueSpriteAnimations[index];
            var entities        = chunk.GetNativeArray(EntityChunkType);
            var states          = chunk.GetNativeArray(SpriteAnimationStateChunkType).GetUnsafePtr();
            var randomizers     = chunk.GetNativeArray(SpriteAnimationRandomizerChunkType);

            for (var i = 0; i < chunk.Count; ++i)
            {
                spriteAnimation.ClipIndex = random.NextInt(0, spriteAnimation.ClipCount);
                SpriteAnimationMap.TryAdd(entities[i], spriteAnimation);
                UnsafeUtilityEx.ArrayElementAsRef <SpriteAnimationState>(states, i).Speed =
                    random.NextFloat(randomizers[i].RandomSpeedStart, randomizers[i].RandomSpeedEnd);
            }
        }
        public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
        {
            var index = chunk.GetSharedComponentIndex(squadTagType);

            if (!toResumeSquadsIndices.ContainsKey(index))
            {
                return;
            }

            var pauses = chunk.GetNativeArray(pauseType);

            for (int i = 0; i < chunk.Count; i++)
            {
                var pause = pauses[i];
                pause.needResume = true;
                pauses[i]        = pause;
            }
        }
Пример #10
0
                // [ReadOnly] public ArchetypeChunkEntityType EntityType;

                public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
                {
                    var index = chunk.GetSharedComponentIndex(BlackboardDataQueryType);

                    if (index != BlackboardDataQueryIndex)
                    {
                        return;
                    }

                    // var entities = chunk.GetNativeArray(EntityType);
                    var nodeBlobs = chunk.GetNativeArray(NodeBlobRefType);

                    for (var i = 0; i < chunk.Count; i++)
                    {
                        Blackboard.Chunk = chunk;
                        Blackboard.Index = i;
                        // Blackboard.Entity = entities[i];
                        VirtualMachine.Tick(nodeBlobs[i], Blackboard);
                    }
                }
        public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
        {
            var chunkCount     = chunk.Count;
            var chunkPositions = chunk.GetNativeArray(positions);
            var chunkSpeeds    = chunk.GetNativeArray(speeds);
            var chunkUpdateOrderSharedIndex = chunk.GetSharedComponentIndex(updateOrderACSCT);

            var updateOrderData = updateOrdersNativeArray[chunkUpdateOrderSharedIndex];

            if (updateOrderData.Value == updateOrder)
            {
                for (int i = 0; i < chunkCount; i++)
                {
                    float3 prevPosition = chunkPositions[i].Value;
                    float3 speed        = chunkSpeeds[i].Value;

                    chunkPositions[i] = new Translation
                    {
                        Value = prevPosition + new float3(0, 1, 0) * speed * dt * updateFrequency
                    };
                }
            }
        }
Пример #12
0
        public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
        {
            var sharedIndex = chunk.GetSharedComponentIndex(squadTagType);
            SquadFormationData data;

            if (!sharedData.TryGetValue(sharedIndex, out data))
            {
                return;
            }
            if (data.xUnitCount == 0)
            {
                data.xUnitCount = 1;
            }
            if (data.yUnitCount == 0)
            {
                data.yUnitCount = 1;
            }

            data.xUnitCount += 2;
            data.yUnitCount += 2;

            var indices   = chunk.GetNativeArray(squadType);
            var providers = chunk.GetNativeArray(targetProviderType);
            var targets   = chunk.GetNativeArray(targetTypr);

            for (int i = 0; i < chunk.Count; i++)
            {
                var index = indices[i].indexPositionInSquad;
                index.x++;
                index.y++;

                var target = targets[i];
                target.value  = providers[i].EvaluateShootTarget(index.x / data.xUnitCount, index.y / data.yUnitCount, data.left2right, data.bot2top);
                target.value += rnd.NextFloat2(new float2(1, 1) * -providers[i].randomSpread, new float2(1, 1) * providers[i].randomSpread);
                targets[i]    = target;
            }
        }
Пример #13
0
            public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
            {
                var chunkVelocities            = chunk.GetNativeArray(VelocityType);
                var chunkTranslations          = chunk.GetNativeArray(TranslationType);
                var chunkRotations             = chunk.GetNativeArray(RotationType);
                var chunkMovementData          = chunk.GetNativeArray(MovementType);
                var chunkEnemyData             = chunk.GetNativeArray(EnemyStateType);
                int index                      = chunk.GetSharedComponentIndex(MovementStateInfoType);
                MovementStateInfo movementInfo = MovementInfo[index / 2];
                quaternion        rot90        = quaternion.Euler(0, math.PI / 2, 0);

                for (int i = 0; i < chunk.Count; i++)
                {
                    var enemyState = chunkEnemyData[i];
                    if (enemyState.CurrAIState != EnemyAIState.Dead)
                    {
                        var    movementState = chunkMovementData[i];
                        var    translation   = chunkTranslations[i];
                        var    velocity      = chunkVelocities[i];
                        var    rotation      = chunkRotations[i];
                        float3 toTarget      = movementState.Target - translation.Value;
                        float3 toPlayer      = enemyState.PlayerPosition - translation.Value;
                        toPlayer.y = 0;
                        toTarget.y = 0;
                        float3 fromTargetToPlayer = movementState.Target - enemyState.PlayerPosition;
                        fromTargetToPlayer.y = 0;
                        if (enemyState.LookAtPlayer)
                        {
                            //rotation = new Rotation()
                            //{
                            //    Value = quaternion.identity
                            //};
                            rotation = new Rotation()
                            {
                                Value = quaternion.LookRotationSafe(toPlayer, new float3(0, 1, 0))
                            };
                        }

                        if (enemyState.CurrAIState != EnemyAIState.Idle)
                        {
                            float maxDist = enemyState.DesiredDistance + enemyState.DesiredDistanceLeeway;
                            float minDist = enemyState.DesiredDistance - enemyState.DesiredDistanceLeeway;
                            float currDistFromTargetToPlayer = math.lengthsq(fromTargetToPlayer);
                            if (currDistFromTargetToPlayer > maxDist * maxDist || currDistFromTargetToPlayer < minDist * minDist)
                            {
                                SetNewTarget(ref movementState, ref enemyState, ref translation, out toTarget, out fromTargetToPlayer, ref Random);
                            }
                            float3 fTTPNorm = math.normalizesafe(fromTargetToPlayer);
                            float3 tPNorm   = math.normalizesafe(toPlayer);
                            float3 tTNorm   = math.normalizesafe(toTarget);
                            //chunkTranslations[i] = new Translation()
                            //{
                            //    Value = translation.Value + tTNorm * movementInfo.Speed * DeltaTime
                            //};

                            if (math.dot(fTTPNorm, tPNorm) > 0)
                            {
                                velocity.Linear = tTNorm * movementInfo.Speed;// * math.min(1, math.length(toTarget));
                            }
                            else
                            {
                                bool tooFar   = math.lengthsq(toPlayer) > maxDist * maxDist;
                                bool tooClose = math.lengthsq(toPlayer) < minDist * minDist;
                                if (tooFar || tooClose)
                                {
                                    velocity.Linear = math.normalizesafe(toPlayer * math.select(1, -1, tooClose)) * movementInfo.Speed;
                                }
                                else
                                {
                                    velocity.Linear = math.normalizesafe(math.mul(rot90, tPNorm *
                                                                                  math.select(-1, 1,
                                                                                              math.dot(math.mul(rot90, -tPNorm), fTTPNorm) < math.dot(math.mul(rot90, tPNorm), fTTPNorm))))
                                                      * movementInfo.Speed;
                                }
                            }
                        }
                        velocity.Linear.y    = -1;
                        chunkMovementData[i] = movementState;
                        chunkEnemyData[i]    = enemyState;
                        chunkVelocities[i]   = velocity;
                        chunkRotations[i]    = rotation;
                    }
                    //chunkVelocities[i].Linear =
                    //    chunkTranslations[i] = new Translation()
                    //    {
                    //        Value = chunkTranslations[i].Value + math.mul(chunkRotations[i].Value, new float3(0, 0, DeltaTime * MovementInfo[chunkIndex + 1].Speed))
                    //    };
                }
            }
Пример #14
0
        public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
        {
            var index = chunk.GetSharedComponentIndex(squadTagType);

            indices.TryAdd(index, index);
        }
Пример #15
0
 public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
 => sharedIndexesInChunk[chunkIndex] = chunk.GetSharedComponentIndex(sharedType);
Пример #16
0
        public void Execute(ArchetypeChunk chunk, int chunkIndex, int firstEntityIndex)
        {
            var positions = chunk.GetNativeArray(translationType);
            var sprites   = chunk.GetNativeArray(spriteType);

            var renderScales   = new NativeArray <RenderScaleComponentdata>();
            var hasRenderScale = chunk.Has(renderScaleType);

            if (hasRenderScale)
            {
                renderScales = chunk.GetNativeArray(renderScaleType);
            }
            var scales   = new NativeArray <Scale>();
            var hasScale = chunk.Has(scaleType);

            if (hasScale)
            {
                scales = chunk.GetNativeArray(scaleType);
            }
            var rotations   = new NativeArray <Rotation>();
            var hasRotation = chunk.Has(rotationType);

            if (hasRotation)
            {
                rotations = chunk.GetNativeArray(rotationType);
            }
            var cnt = chunk.Count;

            var tints   = new NativeArray <SpriteTintComponentData>();
            var hasTint = chunk.Has(spriteTintType);

            if (hasTint)
            {
                tints = chunk.GetNativeArray(spriteTintType);
            }

            var cracks    = new NativeArray <SpriteCracksComponentData>();
            var hasCracks = chunk.Has(spriteCracksType);

            if (hasCracks)
            {
                cracks = chunk.GetNativeArray(spriteCracksType);
            }

            var shadows    = new NativeArray <CastSpritesShadowComponentData>();
            var hasShadows = chunk.Has(shadowType);

            if (hasShadows)
            {
                shadows = chunk.GetNativeArray(shadowType);
            }

            var culling = !chunk.Has(disableCullingTagType);

            var sharedIndex = chunk.GetSharedComponentIndex(renderDataType);

            for (int i = 0; i < cnt; i++)
            {
                var pos = positions[i].Value;

                if (culling)
                {
                    if (pos.x < minX || pos.x > maxX || pos.y < minY || pos.y > maxY)
                    {
                        continue;
                    }
                }

                var sprite      = sprites[i];
                var renderScale = float2.zero;
                if (hasRenderScale)
                {
                    renderScale = renderScales[i].value;
                }
                else
                {
                    renderScale = new float2(1, 1);
                }
                var scale = 1f;
                if (hasScale)
                {
                    scale = scales[i].Value;
                }
                var rotation = quaternion.identity;
                if (hasRotation)
                {
                    rotation = rotations[i].Value;
                }

                var color = Vector4.one;
                if (hasTint)
                {
                    color = tints[i].color;
                }

                if (color.w == 0)
                {
                    continue;
                }

                var crackAmount = 0f;
                if (hasCracks)
                {
                    crackAmount = cracks[i].cracksAmount;
                }

                var actualRenderScale = new Vector3(renderScale.x, renderScale.y, 1) * scale;

                if (actualRenderScale.x == 0 || actualRenderScale.y == 0)
                {
                    continue;
                }

                var actualPivot = sprite.pivot;
                if (!sprite.usePivot)
                {
                    actualPivot = Vector2.one / 2;
                }
                actualPivot -= Vector2.one / 2;

                var actualPosition  = pos;
                var pivotedPosition = pos;

                pivotedPosition.x = -actualPivot.x * actualRenderScale.x;
                pivotedPosition.y = -actualPivot.y * actualRenderScale.y;

                var translateMatrix        = Matrix4x4.Translate(actualPosition);
                var rorateMatrix           = Matrix4x4.Rotate(rotation);
                var pivotedTranslateMatrix = Matrix4x4.Translate(pivotedPosition);
                var scaleMatrix            = Matrix4x4.Scale(actualRenderScale);

                var rdata = new RenderData()
                {
                    position     = pos,
                    uv           = sprite.uv,
                    color        = color,
                    matrix       = translateMatrix * rorateMatrix * pivotedTranslateMatrix * scaleMatrix,
                    cracksAmount = crackAmount
                };
                chunkDataMap.Add(sharedIndex, rdata);

                if (hasShadows)
                {
                    var shadowData = shadows[i];

                    if (shadowData.disableCastShadow || shadowData.scale.x == 0 || shadowData.scale.y == 0 || shadowData.color.a == 0)
                    {
                        continue;
                    }

                    var shadowOffsettedPosition =
                        actualPosition +
                        shadowData.positionPercentOffset * actualRenderScale +
                        shadowData.positionUnitsOffset;

                    var shadowScale = actualRenderScale;
                    shadowScale.x *= shadowData.scale.x;
                    shadowScale.y *= shadowData.scale.y;

                    var shadowColor = color * shadowData.color;

                    var shadowRotation = rotation;
                    if (shadowData.flipRotationByX)
                    {
                        Quaternion q      = shadowRotation;
                        var        angles = q.eulerAngles;
                        angles.z       = 180 - angles.z;
                        shadowRotation = Quaternion.Euler(angles);
                    }
                    if (shadowData.flipRotationByY)
                    {
                        Quaternion q      = shadowRotation;
                        var        angles = q.eulerAngles;
                        angles.z       = 360 - angles.z;
                        shadowRotation = Quaternion.Euler(angles);
                    }

                    var shadowTranslateMatrix = Matrix4x4.Translate(shadowOffsettedPosition);
                    var shadowScaleMatrix     = Matrix4x4.Scale(shadowScale);
                    var shadowRotateMatrix    = Matrix4x4.Rotate(shadowRotation);

                    var rshadowrdata = new RenderData()
                    {
                        position = shadowOffsettedPosition,
                        uv       = sprite.uv,
                        color    = shadowColor,
                        matrix   = shadowTranslateMatrix * shadowRotateMatrix * pivotedTranslateMatrix * shadowScaleMatrix
                    };
                    chunkDataMap.Add(sharedIndex, rshadowrdata);
                }
            }
        }