├── Assets └── Custom_Assets │ ├── Materials.meta │ ├── Materials │ ├── Blue.mat │ ├── Blue.mat.meta │ ├── Blue_2.mat │ ├── Blue_2.mat.meta │ ├── Car.mat │ ├── Car.mat.meta │ ├── Course.mat │ ├── Course.mat.meta │ ├── Grey.mat │ ├── Grey.mat.meta │ ├── Grey_2.mat │ ├── Grey_2.mat.meta │ ├── Ground.mat │ ├── Ground.mat.meta │ ├── Red_2.mat │ ├── Red_2.mat.meta │ ├── Tetris_Shapes.mat │ ├── Tetris_Shapes.mat.meta │ ├── Tetris_Unit.mat │ ├── Tetris_Unit.mat.meta │ ├── Tetris_base.mat │ ├── Tetris_base.mat.meta │ ├── Unit.mat │ ├── Unit.mat.meta │ ├── Wall.mat │ ├── Wall.mat.meta │ ├── White.mat │ ├── White.mat.meta │ ├── White_2.mat │ └── White_2.mat.meta │ ├── Prefabs.meta │ ├── Prefabs │ ├── Raw.meta │ ├── Raw │ │ ├── Course.prefab │ │ ├── Course.prefab.meta │ │ ├── Enhanced.meta │ │ ├── Enhanced │ │ │ ├── Vehicle (1).prefab │ │ │ ├── Vehicle (1).prefab.meta │ │ │ ├── Vehicle.prefab │ │ │ └── Vehicle.prefab.meta │ │ ├── Level Geometry.prefab │ │ ├── Level Geometry.prefab.meta │ │ ├── New Lighting Settings.lighting │ │ ├── New Lighting Settings.lighting.meta │ │ ├── Precious Cargo.prefab │ │ ├── Precious Cargo.prefab.meta │ │ ├── Trailer.prefab │ │ ├── Trailer.prefab.meta │ │ ├── Vehicle.prefab │ │ └── Vehicle.prefab.meta │ ├── Unit.prefab │ └── Unit.prefab.meta │ ├── Scene.meta │ ├── Scene │ ├── DOTS_NavMesh.unity │ └── DOTS_NavMesh.unity.meta │ ├── Scripts.meta │ └── Scripts │ ├── PathUtils.cs │ ├── PathUtils.cs.meta │ ├── UnitManager.cs │ ├── UnitManager.cs.meta │ ├── Unit_Buffer.cs │ ├── Unit_Buffer.cs.meta │ ├── Unit_Component.cs │ ├── Unit_Component.cs.meta │ ├── Unit_Initializer_Component.cs │ ├── Unit_Initializer_Component.cs.meta │ ├── Unit_Initializer_System.cs │ ├── Unit_Initializer_System.cs.meta │ ├── Unit_System.cs │ └── Unit_System.cs.meta └── README.md /Assets/Custom_Assets/Materials.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b993e601b672a33428c4956a96b17029 3 | 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/Assets/Custom_Assets/Scripts/PathUtils.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using Unity.Mathematics; 3 | using UnityEngine.Experimental.AI; 4 | using UnityEngine; 5 | using Unity.Collections; 6 | 7 | // 8 | // Copyright (c) 2009-2010 Mikko Mononen memon@inside.org 9 | // 10 | // This software is provided 'as-is', without any express or implied 11 | // warranty. In no event will the authors be held liable for any damages 12 | // arising from the use of this software. 13 | // Permission is granted to anyone to use this software for any purpose, 14 | // including commercial applications, and to alter it and redistribute it 15 | // freely, subject to the following restrictions: 16 | // 1. The origin of this software must not be misrepresented; you must not 17 | // claim that you wrote the original software. If you use this software 18 | // in a product, an acknowledgment in the product documentation would be 19 | // appreciated but is not required. 20 | // 2. Altered source versions must be plainly marked as such, and must not be 21 | // misrepresented as being the original software. 22 | // 3. This notice may not be removed or altered from any source distribution. 23 | // 24 | 25 | // The original source code has been modified by Unity Technologies and Forging Station 26 | 27 | [Flags] 28 | public enum StraightPathFlags 29 | { 30 | Start = 0x01, // The vertex is the start position. 31 | End = 0x02, // The vertex is the end position. 32 | OffMeshConnection = 0x04 // The vertex is start of an off-mesh link. 33 | } 34 | 35 | public class PathUtils 36 | { 37 | public static float Perp2D(Vector3 u, Vector3 v) 38 | { 39 | return u.z * v.x - u.x * v.z; 40 | } 41 | 42 | public static void Swap(ref Vector3 a, ref Vector3 b) 43 | { 44 | var temp = a; 45 | a = b; 46 | b = temp; 47 | } 48 | 49 | // Retrace portals between corners and register if type of polygon changes 50 | public static int RetracePortals(NavMeshQuery query, int startIndex, int endIndex 51 | , NativeSlice path, int n, Vector3 termPos 52 | , ref NativeArray straightPath 53 | , ref NativeArray straightPathFlags 54 | , int maxStraightPath) 55 | { 56 | 57 | for (var k = startIndex; k < endIndex - 1; ++k) 58 | { 59 | var type1 = query.GetPolygonType(path[k]); 60 | var type2 = query.GetPolygonType(path[k + 1]); 61 | if (type1 != type2) 62 | { 63 | Vector3 l, r; 64 | var status = query.GetPortalPoints(path[k], path[k + 1], out l, out r); 65 | float3 cpa1, cpa2; 66 | GeometryUtils.SegmentSegmentCPA(out cpa1, out cpa2, l, r, straightPath[n - 1].position, termPos); 67 | straightPath[n] = query.CreateLocation(cpa1, path[k + 1]); 68 | 69 | straightPathFlags[n] = (type2 == NavMeshPolyTypes.OffMeshConnection) ? StraightPathFlags.OffMeshConnection : 0; 70 | if (++n == maxStraightPath) 71 | { 72 | return maxStraightPath; 73 | } 74 | } 75 | } 76 | straightPath[n] = query.CreateLocation(termPos, path[endIndex]); 77 | straightPathFlags[n] = query.GetPolygonType(path[endIndex]) == NavMeshPolyTypes.OffMeshConnection ? StraightPathFlags.OffMeshConnection : 0; 78 | return ++n; 79 | } 80 | 81 | public static PathQueryStatus FindStraightPath(NavMeshQuery query, Vector3 startPos, Vector3 endPos 82 | , NativeSlice path, int pathSize 83 | , ref NativeArray straightPath 84 | , ref NativeArray straightPathFlags 85 | , ref NativeArray vertexSide 86 | , ref int straightPathCount 87 | , int maxStraightPath) 88 | { 89 | 90 | if (!query.IsValid(path[0])) 91 | { 92 | straightPath[0] = new NavMeshLocation(); // empty terminator 93 | return PathQueryStatus.Failure; // | PathQueryStatus.InvalidParam; 94 | } 95 | 96 | straightPath[0] = query.CreateLocation(startPos, path[0]); 97 | 98 | straightPathFlags[0] = StraightPathFlags.Start; 99 | 100 | var apexIndex = 0; 101 | var n = 1; 102 | 103 | if (pathSize > 1) 104 | { 105 | var startPolyWorldToLocal = query.PolygonWorldToLocalMatrix(path[0]); 106 | 107 | var apex = startPolyWorldToLocal.MultiplyPoint(startPos); 108 | var left = new Vector3(0, 0, 0); // Vector3.zero accesses a static readonly which does not work in burst yet 109 | var right = new Vector3(0, 0, 0); 110 | var leftIndex = -1; 111 | var rightIndex = -1; 112 | 113 | for (var i = 1; i <= pathSize; ++i) 114 | { 115 | var polyWorldToLocal = query.PolygonWorldToLocalMatrix(path[apexIndex]); 116 | 117 | Vector3 vl, vr; 118 | if (i == pathSize) 119 | { 120 | vl = vr = polyWorldToLocal.MultiplyPoint(endPos); 121 | } 122 | else 123 | { 124 | var success = query.GetPortalPoints(path[i - 1], path[i], out vl, out vr); 125 | if (!success) 126 | { 127 | return PathQueryStatus.Failure; // | PathQueryStatus.InvalidParam; 128 | } 129 | vl = polyWorldToLocal.MultiplyPoint(vl); 130 | vr = polyWorldToLocal.MultiplyPoint(vr); 131 | } 132 | 133 | vl = vl - apex; 134 | vr = vr - apex; 135 | 136 | // Ensure left/right ordering 137 | if (Perp2D(vl, vr) < 0) 138 | Swap(ref vl, ref vr); 139 | 140 | // Terminate funnel by turning 141 | if (Perp2D(left, vr) < 0) 142 | { 143 | var polyLocalToWorld = query.PolygonLocalToWorldMatrix(path[apexIndex]); 144 | var termPos = polyLocalToWorld.MultiplyPoint(apex + left); 145 | 146 | n = RetracePortals(query, apexIndex, leftIndex, path, n, termPos, ref straightPath, ref straightPathFlags, maxStraightPath); 147 | if (vertexSide.Length > 0) 148 | { 149 | vertexSide[n - 1] = -1; 150 | } 151 | 152 | //Debug.Log("LEFT"); 153 | 154 | if (n == maxStraightPath) 155 | { 156 | straightPathCount = n; 157 | return PathQueryStatus.Success; // | PathQueryStatus.BufferTooSmall; 158 | } 159 | 160 | apex = polyWorldToLocal.MultiplyPoint(termPos); 161 | left.Set(0, 0, 0); 162 | right.Set(0, 0, 0); 163 | i = apexIndex = leftIndex; 164 | continue; 165 | } 166 | if (Perp2D(right, vl) > 0) 167 | { 168 | var polyLocalToWorld = query.PolygonLocalToWorldMatrix(path[apexIndex]); 169 | var termPos = polyLocalToWorld.MultiplyPoint(apex + right); 170 | 171 | n = RetracePortals(query, apexIndex, rightIndex, path, n, termPos, ref straightPath, ref straightPathFlags, maxStraightPath); 172 | if (vertexSide.Length > 0) 173 | { 174 | vertexSide[n - 1] = 1; 175 | } 176 | 177 | //Debug.Log("RIGHT"); 178 | 179 | if (n == maxStraightPath) 180 | { 181 | straightPathCount = n; 182 | return PathQueryStatus.Success; // | PathQueryStatus.BufferTooSmall; 183 | } 184 | 185 | apex = polyWorldToLocal.MultiplyPoint(termPos); 186 | left.Set(0, 0, 0); 187 | right.Set(0, 0, 0); 188 | i = apexIndex = rightIndex; 189 | continue; 190 | } 191 | 192 | // Narrow funnel 193 | if (Perp2D(left, vl) >= 0) 194 | { 195 | left = vl; 196 | leftIndex = i; 197 | } 198 | if (Perp2D(right, vr) <= 0) 199 | { 200 | right = vr; 201 | rightIndex = i; 202 | } 203 | } 204 | } 205 | 206 | // Remove the the next to last if duplicate point - e.g. start and end positions are the same 207 | // (in which case we have get a single point) 208 | if (n > 0 && (straightPath[n - 1].position == endPos)) 209 | n--; 210 | 211 | n = RetracePortals(query, apexIndex, pathSize - 1, path, n, endPos, ref straightPath, ref straightPathFlags, maxStraightPath); 212 | if (vertexSide.Length > 0) 213 | { 214 | vertexSide[n - 1] = 0; 215 | } 216 | 217 | if (n == maxStraightPath) 218 | { 219 | straightPathCount = n; 220 | return PathQueryStatus.Success; // | PathQueryStatus.BufferTooSmall; 221 | } 222 | 223 | // Fix flag for final path point 224 | straightPathFlags[n - 1] = StraightPathFlags.End; 225 | 226 | straightPathCount = n; 227 | return PathQueryStatus.Success; 228 | } 229 | } 230 | 231 | 232 | public class GeometryUtils 233 | { 234 | // Calculate the closest point of approach for line-segment vs line-segment. 235 | public static bool SegmentSegmentCPA(out float3 c0, out float3 c1, float3 p0, float3 p1, float3 q0, float3 q1) 236 | { 237 | var u = p1 - p0; 238 | var v = q1 - q0; 239 | var w0 = p0 - q0; 240 | 241 | float a = math.dot(u, u); 242 | float b = math.dot(u, v); 243 | float c = math.dot(v, v); 244 | float d = math.dot(u, w0); 245 | float e = math.dot(v, w0); 246 | 247 | float den = (a * c - b * b); 248 | float sc, tc; 249 | 250 | if (den == 0) 251 | { 252 | sc = 0; 253 | tc = d / b; 254 | 255 | // todo: handle b = 0 (=> a and/or c is 0) 256 | } 257 | else 258 | { 259 | sc = (b * e - c * d) / (a * c - b * b); 260 | tc = (a * e - b * d) / (a * c - b * b); 261 | } 262 | 263 | c0 = math.lerp(p0, p1, sc); 264 | c1 = math.lerp(q0, q1, tc); 265 | 266 | return den != 0; 267 | } 268 | } 269 | 270 | -------------------------------------------------------------------------------- /Assets/Custom_Assets/Scripts/PathUtils.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d7ba03526609f0742a4631510c1bfaab 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom_Assets/Scripts/UnitManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class UnitManager : MonoBehaviour 4 | { 5 | public static UnitManager instance { get; private set;} 6 | public int maxPathSize; 7 | public int maxEntitiesRoutedPerFrame; 8 | public int maxPathNodePoolSize; 9 | public int maxIterations; 10 | public bool useCache; 11 | public float spawnEvery; 12 | 13 | private void Awake() 14 | { 15 | if (instance == null) 16 | { 17 | instance = this; 18 | DontDestroyOnLoad(gameObject); 19 | } 20 | else 21 | { 22 | Destroy(gameObject); 23 | } 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /Assets/Custom_Assets/Scripts/UnitManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f9e58eab298f32b42aaa4c0e8f199321 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom_Assets/Scripts/Unit_Buffer.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using Unity.Mathematics; 3 | 4 | public struct Unit_Buffer : IBufferElementData 5 | { 6 | public float3 wayPoints; 7 | } 8 | -------------------------------------------------------------------------------- /Assets/Custom_Assets/Scripts/Unit_Buffer.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8fa003f3e5794f6418914b2f47f1f0ca 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom_Assets/Scripts/Unit_Component.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using Unity.Mathematics; 3 | using UnityEngine.Experimental.AI; 4 | 5 | public struct Unit_Component : IComponentData 6 | { 7 | public float3 toLocation; 8 | public float3 fromLocation; 9 | public NavMeshLocation nml_FromLocation; 10 | public NavMeshLocation nml_ToLocation; 11 | public bool routed; 12 | public bool reached; 13 | public bool usingCachedPath; 14 | //Movement 15 | public float3 waypointDirection; 16 | public float speed; 17 | public float minDistanceReached; 18 | public int currentBufferIndex; 19 | } 20 | -------------------------------------------------------------------------------- /Assets/Custom_Assets/Scripts/Unit_Component.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3c4aa30a7db2a6b4ba2ac453c25ca042 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom_Assets/Scripts/Unit_Initializer_Component.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using Unity.Mathematics; 3 | 4 | [GenerateAuthoringComponent] 5 | public struct Unit_Initializer_Component : IComponentData 6 | { 7 | public int xGridCount; 8 | public int zGridCount; 9 | public float baseOffset; 10 | public float xPadding; 11 | public float zPadding; 12 | public Entity prefabToSpawn; 13 | //New 14 | public float3 currentPosition; 15 | public int destinationDistanceZAxis; 16 | public int minSpeed; 17 | public int maxSpeed; 18 | public float minDistanceReached; 19 | public uint seed; 20 | } 21 | -------------------------------------------------------------------------------- /Assets/Custom_Assets/Scripts/Unit_Initializer_Component.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6b794785454555b42b74b15049f22fb6 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom_Assets/Scripts/Unit_Initializer_System.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using Unity.Transforms; 3 | using Unity.Burst; 4 | using Unity.Mathematics; 5 | 6 | public class Unit_Initializer_System : SystemBase 7 | { 8 | BeginInitializationEntityCommandBufferSystem bi_ECB; 9 | public float elapsedTime; 10 | 11 | protected override void OnCreate() 12 | { 13 | bi_ECB = World.GetOrCreateSystem(); 14 | elapsedTime = 0; 15 | } 16 | protected override void OnUpdate() 17 | { 18 | var ecb = bi_ECB.CreateCommandBuffer().AsParallelWriter(); 19 | elapsedTime += Time.DeltaTime; 20 | if (elapsedTime > UnitManager.instance.spawnEvery) 21 | { 22 | elapsedTime = 0; 23 | Entities 24 | .WithBurst(synchronousCompilation: true) 25 | .ForEach((Entity e, int entityInQueryIndex, in Unit_Initializer_Component uic, in LocalToWorld ltw) => 26 | { 27 | for (int i = 0; i < uic.xGridCount; i++) 28 | { 29 | for (int j = 0; j < uic.zGridCount; j++) 30 | { 31 | Entity defEntity = ecb.Instantiate(entityInQueryIndex, uic.prefabToSpawn); 32 | float3 position = new float3(i * uic.xPadding, uic.baseOffset, j * uic.zPadding) + uic.currentPosition; 33 | ecb.SetComponent(entityInQueryIndex, defEntity, new Translation { Value = position }); 34 | ecb.AddComponent(entityInQueryIndex, defEntity); 35 | ecb.AddBuffer(entityInQueryIndex, defEntity); 36 | 37 | Unit_Component uc = new Unit_Component(); 38 | uc.fromLocation = position; 39 | uc.toLocation = new float3(position.x, position.y, position.z + uic.destinationDistanceZAxis); 40 | uc.currentBufferIndex = 0; 41 | uc.speed = (float)new Random(uic.seed+(uint)(i*j)).NextDouble(uic.minSpeed, uic.maxSpeed); 42 | uc.minDistanceReached = uic.minDistanceReached; 43 | ecb.SetComponent(entityInQueryIndex, defEntity, uc); 44 | } 45 | } 46 | //ecb.DestroyEntity(entityInQueryIndex, e); 47 | }).ScheduleParallel(); 48 | } 49 | bi_ECB.AddJobHandleForProducer(Dependency); 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/Custom_Assets/Scripts/Unit_Initializer_System.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c7acf4e33c948384198d30a7fabf052d 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Custom_Assets/Scripts/Unit_System.cs: -------------------------------------------------------------------------------- 1 | using Unity.Entities; 2 | using Unity.Jobs; 3 | using Unity.Mathematics; 4 | using Unity.Burst; 5 | using Unity.Collections; 6 | using UnityEngine.Experimental.AI; 7 | using System.Collections.Generic; 8 | using Unity.Transforms; 9 | 10 | public class Unit_System : SystemBase 11 | { 12 | private NavMeshQuery query; 13 | private float3 extents; 14 | private Dictionary allPaths; 15 | private List routedEntities; 16 | private List> statusOutputs; 17 | private List> results; 18 | private List queries; 19 | private NavMeshWorld navMeshWorld; 20 | private List jobHandles; 21 | 22 | protected override void OnCreate() 23 | { 24 | extents = new float3(10, 10, 10); 25 | allPaths = new Dictionary(); 26 | statusOutputs = new List>(); 27 | results = new List>(); 28 | routedEntities = new List(); 29 | queries = new List(); 30 | jobHandles = new List(); 31 | 32 | for(int n=0; n <= 32; n++) 33 | { 34 | NativeArray result = new NativeArray(1024, Allocator.Persistent); 35 | NativeArray statusOutput = new NativeArray(3, Allocator.Persistent); 36 | statusOutputs.Add(statusOutput); 37 | results.Add(result); 38 | } 39 | navMeshWorld = NavMeshWorld.GetDefaultWorld(); 40 | } 41 | 42 | protected override void OnUpdate() 43 | { 44 | float deltaTime = Time.DeltaTime; 45 | int i = 0; 46 | Entities. 47 | WithNone(). 48 | WithoutBurst(). 49 | WithStructuralChanges(). 50 | ForEach((Entity e, ref Unit_Component uc, ref DynamicBuffer ub) => 51 | { 52 | if (i <= UnitManager.instance.maxEntitiesRoutedPerFrame) 53 | { 54 | int fromKey = ((int)uc.fromLocation.x + (int)uc.fromLocation.y + (int)uc.fromLocation.z) * UnitManager.instance.maxPathSize; 55 | int toKey = ((int)uc.toLocation.x + (int)uc.toLocation.y + (int)uc.toLocation.z) * UnitManager.instance.maxPathSize; 56 | int key = fromKey + toKey; 57 | //Cached path 58 | if (UnitManager.instance.useCache && allPaths.ContainsKey(key) && !uc.routed) 59 | { 60 | allPaths.TryGetValue(key, out float3[] cachedPath); 61 | for (int h=0; h(e); 68 | return; 69 | } 70 | //Job 71 | else if (!uc.routed) 72 | { 73 | NavMeshQuery currentQuery = new NavMeshQuery(navMeshWorld, Allocator.Persistent, UnitManager.instance.maxPathNodePoolSize); 74 | SinglePathFindingJob spfj = new SinglePathFindingJob() 75 | { 76 | query = currentQuery, 77 | nml_FromLocation = uc.nml_FromLocation, 78 | nml_ToLocation = uc.nml_ToLocation, 79 | fromLocation = uc.fromLocation, 80 | toLocation = uc.toLocation, 81 | extents = extents, 82 | maxIteration = UnitManager.instance.maxIterations, 83 | result = results[i], 84 | statusOutput = statusOutputs[i], 85 | maxPathSize = UnitManager.instance.maxPathSize, 86 | ub = ub 87 | }; 88 | routedEntities.Add(e); 89 | queries.Add(currentQuery); 90 | jobHandles.Add(spfj.Schedule()); 91 | } 92 | i++; 93 | } 94 | else 95 | { 96 | return; 97 | } 98 | }).Run(); 99 | 100 | int n = 0; 101 | NativeArray jhs = new NativeArray(jobHandles.Count, Allocator.Temp); 102 | foreach (JobHandle jh in jobHandles ) 103 | { 104 | jhs[n] = jh; 105 | n++; 106 | } 107 | JobHandle.CompleteAll(jhs); 108 | jhs.Dispose(); 109 | 110 | int j = 0; 111 | foreach (JobHandle jh in jobHandles) 112 | { 113 | if (statusOutputs[j][0] == 1) 114 | { 115 | if (UnitManager.instance.useCache && !allPaths.ContainsKey(statusOutputs[j][1])) 116 | { 117 | float3[] wayPoints = new float3[statusOutputs[j][2]]; 118 | for (int k=0;k 0) 123 | { 124 | allPaths.Add(statusOutputs[j][1], wayPoints); 125 | } 126 | } 127 | Unit_Component uc = EntityManager.GetComponentData(routedEntities[j]); 128 | uc.routed = true; 129 | EntityManager.SetComponentData(routedEntities[j], uc); 130 | EntityManager.AddComponent(routedEntities[j]); 131 | } 132 | queries[j].Dispose(); 133 | j++; 134 | } 135 | routedEntities.Clear(); 136 | jobHandles.Clear(); 137 | queries.Clear(); 138 | 139 | //Movement 140 | Entities 141 | .WithAll().ForEach((ref Unit_Component uc, ref DynamicBuffer ub, ref Translation trans) => 142 | { 143 | if (ub.Length>0 && uc.routed) 144 | { 145 | uc.waypointDirection = math.normalize(ub[uc.currentBufferIndex].wayPoints - trans.Value); 146 | trans.Value += uc.waypointDirection * uc.speed * deltaTime; 147 | if (!uc.reached && math.distance(trans.Value, ub[uc.currentBufferIndex].wayPoints) <= uc.minDistanceReached && uc.currentBufferIndex < ub.Length-1) 148 | { 149 | uc.currentBufferIndex = uc.currentBufferIndex + 1; 150 | if (uc.currentBufferIndex == ub.Length-1) 151 | { 152 | uc.reached = true; 153 | } 154 | } 155 | else if (uc.reached && math.distance(trans.Value, ub[uc.currentBufferIndex].wayPoints) <= uc.minDistanceReached && uc.currentBufferIndex > 0) 156 | { 157 | uc.currentBufferIndex = uc.currentBufferIndex - 1; 158 | if (uc.currentBufferIndex == 0) 159 | { 160 | uc.reached = false; 161 | } 162 | } 163 | } 164 | }).ScheduleParallel(); 165 | } 166 | 167 | protected override void OnDestroy() 168 | { 169 | for (int n=0; n<=UnitManager.instance.maxEntitiesRoutedPerFrame; n++) 170 | { 171 | statusOutputs[n].Dispose(); 172 | results[n].Dispose(); 173 | } 174 | } 175 | 176 | [BurstCompile] 177 | private struct SinglePathFindingJob : IJob 178 | { 179 | PathQueryStatus status; 180 | PathQueryStatus returningStatus; 181 | public NavMeshQuery query; 182 | public NavMeshLocation nml_FromLocation; 183 | public NavMeshLocation nml_ToLocation; 184 | public float3 fromLocation; 185 | public float3 toLocation; 186 | public float3 extents; 187 | public int maxIteration; 188 | public DynamicBuffer ub; 189 | public NativeArray result; 190 | public NativeArray statusOutput; 191 | public int maxPathSize; 192 | 193 | public void Execute() 194 | { 195 | nml_FromLocation = query.MapLocation(fromLocation, extents, 0); 196 | nml_ToLocation = query.MapLocation(toLocation, extents, 0); 197 | if (query.IsValid(nml_FromLocation) && query.IsValid(nml_ToLocation)) 198 | { 199 | status = query.BeginFindPath(nml_FromLocation, nml_ToLocation, -1); 200 | if (status == PathQueryStatus.InProgress) 201 | { 202 | status = query.UpdateFindPath(maxIteration, out int iterationPerformed); 203 | } 204 | if (status == PathQueryStatus.Success) 205 | { 206 | status = query.EndFindPath(out int polygonSize); 207 | NativeArray res = new NativeArray(polygonSize, Allocator.Temp); 208 | NativeArray straightPathFlag = new NativeArray(maxPathSize, Allocator.Temp); 209 | NativeArray vertexSide = new NativeArray(maxPathSize, Allocator.Temp); 210 | NativeArray polys = new NativeArray(polygonSize, Allocator.Temp); 211 | int straightPathCount = 0; 212 | query.GetPathResult(polys); 213 | returningStatus = PathUtils.FindStraightPath( 214 | query, 215 | fromLocation, 216 | toLocation, 217 | polys, 218 | polygonSize, 219 | ref res, 220 | ref straightPathFlag, 221 | ref vertexSide, 222 | ref straightPathCount, 223 | maxPathSize 224 | ); 225 | if(returningStatus == PathQueryStatus.Success) 226 | { 227 | int fromKey = ((int)fromLocation.x + (int)fromLocation.y + (int)fromLocation.z) * maxPathSize; 228 | int toKey = ((int)toLocation.x + (int)toLocation.y + (int)toLocation.z) * maxPathSize; 229 | int key = fromKey + toKey; 230 | statusOutput[0] = 1; 231 | statusOutput[1] = key; 232 | statusOutput[2] = straightPathCount; 233 | 234 | for (int i=0; i