public override void UpdateSystem() { ComponentDataFromEntity <Translation> translationLookup = GetComponentDataFromEntity <Translation>(); ComponentDataFromEntity <Health> healthLookup = GetComponentDataFromEntity <Health>(); Entities.WithAll <MovingToAttackState>().ForEach((ref DynamicBuffer <Command> commandBuffer, ref UnitMove unitMove, ref PhysicsVelocity physicsVelocity, ref CurrentTarget currentTarget, in Translation translation, in CombatUnit combatUnit) => { Translation targetTranslation = translationLookup[currentTarget.targetData.targetEntity]; //If our target has moved, update our target pos. if (!targetTranslation.Value.Equals(currentTarget.targetData.targetPos)) { currentTarget.targetData.targetPos = targetTranslation.Value; } float distance = math.distance(translation.Value, currentTarget.targetData.targetPos); //We are in range, execute attack command. if (distance < combatUnit.attackRange) { CommandProcessSystem.ExecuteCommand(ref commandBuffer); unitMove.rotating = false; physicsVelocity.Linear = 0; } }).ScheduleParallel();
public override void UpdateSystem() { EntityCommandBuffer.ParallelWriter ecb = m_endSimECBSystem.CreateCommandBuffer().AsParallelWriter(); ComponentDataFromEntity <ResourceNode> resourceNodeLookup = GetComponentDataFromEntity <ResourceNode>(); JobHandle movingToHarvestHandle = Entities .WithReadOnly(resourceNodeLookup) .WithAll <MovingToHarvestState>() .ForEach((Entity entity, int entityInQueryIndex, ref Harvester harvester, ref CurrentTarget currentTarget, ref DynamicBuffer <Command> commandBuffer, in Translation translation) => { if (!resourceNodeLookup.TryGetComponentDataFromEntity(currentTarget.targetData.targetEntity, out ResourceNode resourceNode)) { Debug.Log($"Harvest node {currentTarget.targetData.targetEntity} destroyed when moving to it, finding nearby resource node of type {currentTarget.targetData.targetType} instead"); CommandProcessSystem.CompleteCommand(ref commandBuffer); CommandProcessSystem.QueueCommand(CommandType.Harvest, commandBuffer, new TargetData { targetType = currentTarget.targetData.targetType }, true); return; } //Get harvestable radius float dist = math.distance(translation.Value, currentTarget.targetData.targetPos); float range = resourceNode.harvestableRadius + harvester.harvestRange; //Are we close enough to harvest yet? if (dist <= range) { //Move the command onto the execution phase CommandProcessSystem.ExecuteCommand(ref commandBuffer); //Set type we are harvesting + empty inventory if type is different ResourceNode resource = GetComponent <ResourceNode>(currentTarget.targetData.targetEntity); if (harvester.currentlyCarryingType != resource.resourceType) { Debug.Log($"Harvesting type { resource.resourceType } setting carry amount to 0"); harvester.currentlyCarryingAmount = 0; harvester.currentlyCarryingType = resource.resourceType; } } }).ScheduleParallel(Dependency); float dt = Time.DeltaTime; EntityCommandBuffer.ParallelWriter ecb2 = m_endSimECBSystem.CreateCommandBuffer().AsParallelWriter(); Dependency = Entities .WithReadOnly(resourceNodeLookup) .WithAll <HarvestingState>() .ForEach((Entity entity, int entityInQueryIndex, ref Harvester harvester, ref CurrentTarget currentTarget, ref DynamicBuffer <Command> commandBuffer) => { if (!resourceNodeLookup.TryGetComponentDataFromEntity(currentTarget.targetData.targetEntity, out ResourceNode resourceNode)) { Debug.Log($"Harvest node {currentTarget.targetData.targetEntity} destroyed while harvesting it, finding nearby resource node of type {currentTarget.targetData.targetType} instead"); //Complete the harvest command. CommandProcessSystem.CompleteCommand(ref commandBuffer); CommandProcessSystem.QueueCommand(CommandType.Harvest, commandBuffer, new TargetData { targetType = currentTarget.targetData.targetType }, true); return; } //If harvest is on cd if (harvester.harvestTickTimer > 0) { //Cooling down harvester.harvestTickTimer -= dt; return; } //Put harvest on cd harvester.harvestTickTimer = harvester.harvestTickCooldown; //Harvest the smallest amount between amount of resource, amount harvestable and inventory space int inventorySpace = harvester.carryCapacity - harvester.currentlyCarryingAmount; int harvestAmount = math.min(math.min(resourceNode.resourceAmount, harvester.harvestAmount), inventorySpace); //Transfer resource from resource node to harvester Debug.Log($"Harvested { harvestAmount } of {resourceNode.resourceType}"); harvester.currentlyCarryingAmount += harvestAmount; resourceNode.resourceAmount -= harvestAmount; //If the resource is empty destroy it, we must do this before deciding whether to continue harvesting or go deposit if (resourceNode.resourceAmount <= 0) { Debug.Log("Fully harvested resource"); ecb2.DestroyEntity(entityInQueryIndex, currentTarget.targetData.targetEntity); } else //If the resource isn't being destroyed then update its values { ecb2.SetComponent(entityInQueryIndex, currentTarget.targetData.targetEntity, resourceNode); } //If we are at capacity go back to deposit if (harvester.currentlyCarryingAmount >= harvester.carryCapacity) { //Complete the harvest command. CommandProcessSystem.CompleteCommand(ref commandBuffer); CommandProcessSystem.QueueCommand(CommandType.Deposit, commandBuffer, new TargetData { targetType = AITargetType.Store }, true); return; } //If the resource is empty find a new one if (resourceNode.resourceAmount <= 0) { //Complete the harvest command. CommandProcessSystem.CompleteCommand(ref commandBuffer); CommandProcessSystem.QueueCommand(CommandType.Harvest, commandBuffer, new TargetData { targetType = currentTarget.targetData.targetType }, true); return; } }).ScheduleParallel(movingToHarvestHandle); m_endSimECBSystem.AddJobHandleForProducer(Dependency); }