├── Assets
├── Zephyr
│ ├── GOAP
│ │ ├── Editor
│ │ │ ├── UXML
│ │ │ │ ├── timeline_node.uss
│ │ │ │ ├── node.uxml.meta
│ │ │ │ ├── states.uss
│ │ │ │ ├── states.uxml.meta
│ │ │ │ ├── window.uxml.meta
│ │ │ │ ├── timeline_node.uxml.meta
│ │ │ │ ├── node.uss.meta
│ │ │ │ ├── states.uss.meta
│ │ │ │ ├── window.uss.meta
│ │ │ │ ├── timeline_node.uss.meta
│ │ │ │ ├── window.uss
│ │ │ │ ├── node.uss
│ │ │ │ ├── node.uxml
│ │ │ │ ├── states.uxml
│ │ │ │ └── timeline_node.uxml
│ │ │ └── UXML.meta
│ │ ├── Sample
│ │ │ ├── Game.meta
│ │ │ ├── Game
│ │ │ │ ├── System.meta
│ │ │ │ ├── UI.meta
│ │ │ │ ├── Component
│ │ │ │ │ ├── Order.meta
│ │ │ │ │ ├── Count.cs.meta
│ │ │ │ │ ├── Item.cs.meta
│ │ │ │ │ ├── Name.cs.meta
│ │ │ │ │ ├── Stamina.cs.meta
│ │ │ │ │ ├── Wander.cs.meta
│ │ │ │ │ ├── Order
│ │ │ │ │ │ ├── IOrder.cs.meta
│ │ │ │ │ │ ├── Order.cs.meta
│ │ │ │ │ │ ├── OrderState.meta
│ │ │ │ │ │ ├── CookOrder.cs.meta
│ │ │ │ │ │ ├── DropRawOrder.cs.meta
│ │ │ │ │ │ ├── EatOrder.cs.meta
│ │ │ │ │ │ ├── PickRawOrder.cs.meta
│ │ │ │ │ │ ├── DependentOrder.cs.meta
│ │ │ │ │ │ ├── DropItemOrder.cs.meta
│ │ │ │ │ │ ├── OrderExecuteTime.cs.meta
│ │ │ │ │ │ ├── PickItemOrder.cs.meta
│ │ │ │ │ │ ├── OrderState
│ │ │ │ │ │ │ ├── IOrderState.cs.meta
│ │ │ │ │ │ │ ├── OrderDone.cs.meta
│ │ │ │ │ │ │ ├── OrderExecuting.cs.meta
│ │ │ │ │ │ │ ├── OrderNavigating.cs.meta
│ │ │ │ │ │ │ ├── OrderReadyToExecute.cs.meta
│ │ │ │ │ │ │ ├── OrderReadyToNavigate.cs.meta
│ │ │ │ │ │ │ ├── IOrderState.cs
│ │ │ │ │ │ │ ├── OrderDone.cs
│ │ │ │ │ │ │ ├── OrderNavigating.cs
│ │ │ │ │ │ │ ├── OrderExecuting.cs
│ │ │ │ │ │ │ ├── OrderReadyToNavigate.cs
│ │ │ │ │ │ │ └── OrderReadyToExecute.cs
│ │ │ │ │ │ ├── IOrder.cs
│ │ │ │ │ │ ├── CookOrder.cs
│ │ │ │ │ │ ├── EatOrder.cs
│ │ │ │ │ │ ├── DropRawOrder.cs
│ │ │ │ │ │ ├── PickRawOrder.cs
│ │ │ │ │ │ ├── DropItemOrder.cs
│ │ │ │ │ │ ├── PickItemOrder.cs
│ │ │ │ │ │ ├── OrderExecuteTime.cs
│ │ │ │ │ │ ├── DependentOrder.cs
│ │ │ │ │ │ └── Order.cs
│ │ │ │ │ ├── Wandering.cs.meta
│ │ │ │ │ ├── ContainedItemRef.cs.meta
│ │ │ │ │ ├── ContainedOutput.cs.meta
│ │ │ │ │ ├── ItemContainer.cs.meta
│ │ │ │ │ ├── Item.cs
│ │ │ │ │ ├── Count.cs
│ │ │ │ │ ├── Wandering.cs
│ │ │ │ │ ├── Wander.cs
│ │ │ │ │ ├── Name.cs
│ │ │ │ │ ├── ContainedOutput.cs
│ │ │ │ │ ├── ContainedItemRef.cs
│ │ │ │ │ ├── Stamina.cs
│ │ │ │ │ └── ItemContainer.cs
│ │ │ │ ├── KickStart.cs.meta
│ │ │ │ ├── UI
│ │ │ │ │ ├── AgentInfo.cs.meta
│ │ │ │ │ ├── ItemContainer.cs.meta
│ │ │ │ │ ├── AgentInfoManager.cs.meta
│ │ │ │ │ ├── FacilityProgress.cs.meta
│ │ │ │ │ ├── ItemContainerManager.cs.meta
│ │ │ │ │ ├── FacilityProgressManager.cs.meta
│ │ │ │ │ ├── AgentInfo.cs
│ │ │ │ │ ├── ItemContainer.cs
│ │ │ │ │ ├── FacilityProgress.cs
│ │ │ │ │ └── FacilityProgressManager.cs
│ │ │ │ ├── System
│ │ │ │ │ ├── OrderSystem.meta
│ │ │ │ │ ├── AgentGoalMonitor.meta
│ │ │ │ │ ├── WanderSystem.cs.meta
│ │ │ │ │ ├── MoveToPositionSystem.cs.meta
│ │ │ │ │ ├── StaminaConsumeSystem.cs.meta
│ │ │ │ │ ├── AgentActionToUISystem.cs.meta
│ │ │ │ │ ├── AgentsPositionToUISystem.cs.meta
│ │ │ │ │ ├── FacilityProgressToUISystem.cs.meta
│ │ │ │ │ ├── ItemContainerToUISystem.cs.meta
│ │ │ │ │ ├── OrderSystem
│ │ │ │ │ │ ├── OrderCleanSystem.cs.meta
│ │ │ │ │ │ ├── OrderExecuteSystem.meta
│ │ │ │ │ │ ├── OrderNavigateSystem.cs.meta
│ │ │ │ │ │ ├── OrderDependencyCleanSystem.cs.meta
│ │ │ │ │ │ ├── OrderExecuteSystem
│ │ │ │ │ │ │ ├── CookSystem.cs.meta
│ │ │ │ │ │ │ ├── EatSystem.cs.meta
│ │ │ │ │ │ │ ├── DropItemSystem.cs.meta
│ │ │ │ │ │ │ ├── DropRawSystem.cs.meta
│ │ │ │ │ │ │ ├── PickItemSystem.cs.meta
│ │ │ │ │ │ │ └── PickRawSystem.cs.meta
│ │ │ │ │ │ ├── OrderDependencyCleanSystem.cs
│ │ │ │ │ │ └── OrderCleanSystem.cs
│ │ │ │ │ ├── RawSourceItemCreationSystem.cs.meta
│ │ │ │ │ ├── AgentGoalMonitor
│ │ │ │ │ │ ├── WanderGoalMonitorSystem.cs.meta
│ │ │ │ │ │ ├── StaminaGoalMonitorSystem.cs.meta
│ │ │ │ │ │ ├── StaminaGoalMonitorSystem.cs
│ │ │ │ │ │ └── WanderGoalMonitorSystem.cs
│ │ │ │ │ ├── AgentsPositionToUISystem.cs
│ │ │ │ │ ├── AgentActionToUISystem.cs
│ │ │ │ │ ├── StaminaConsumeSystem.cs
│ │ │ │ │ ├── FacilityProgressToUISystem.cs
│ │ │ │ │ └── ItemContainerToUISystem.cs
│ │ │ │ ├── Authoring
│ │ │ │ │ ├── AgentAuthoring.cs.meta
│ │ │ │ │ ├── CampfireAuthoring.cs.meta
│ │ │ │ │ ├── MovableAuthoring.cs.meta
│ │ │ │ │ ├── TreeAuthoring.cs.meta
│ │ │ │ │ ├── CollectorAuthoring.cs.meta
│ │ │ │ │ ├── DiningTableAuthoring.cs.meta
│ │ │ │ │ ├── MovableAuthoring.cs
│ │ │ │ │ ├── DiningTableAuthoring.cs
│ │ │ │ │ ├── CollectorAuthoring.cs
│ │ │ │ │ ├── TreeAuthoring.cs
│ │ │ │ │ └── CampfireAuthoring.cs
│ │ │ │ ├── Scenes
│ │ │ │ │ ├── Test.unity.meta
│ │ │ │ │ ├── Test
│ │ │ │ │ │ └── World.unity.meta
│ │ │ │ │ └── Test.meta
│ │ │ │ ├── Scenes.meta
│ │ │ │ ├── Authoring.meta
│ │ │ │ └── Component.meta
│ │ │ ├── Tests
│ │ │ │ ├── Game.meta
│ │ │ │ ├── Mock.meta
│ │ │ │ ├── ActionExecute.meta
│ │ │ │ ├── ActionExpand.meta
│ │ │ │ ├── SensorSystem.meta
│ │ │ │ ├── TestUtils.cs.meta
│ │ │ │ ├── Game
│ │ │ │ │ ├── TestCookSystem.cs.meta
│ │ │ │ │ ├── TestDropRawSystem.cs.meta
│ │ │ │ │ ├── TestEatSystem.cs.meta
│ │ │ │ │ ├── TestPickRawSystem.cs.meta
│ │ │ │ │ ├── TestWanderSystem.cs.meta
│ │ │ │ │ ├── TestDropItemSystem.cs.meta
│ │ │ │ │ ├── TestOrderCleanSystem.cs.meta
│ │ │ │ │ ├── TestOrderWatchSystem.cs.meta
│ │ │ │ │ ├── TestOrderNavigateSystem.cs.meta
│ │ │ │ │ ├── TestStaminaConsumeSystem.cs.meta
│ │ │ │ │ └── TestStaminaConsumeSystem.cs
│ │ │ │ ├── TestUtils_ItemModify.cs.meta
│ │ │ │ ├── ActionExpand
│ │ │ │ │ ├── TestCookAction.cs.meta
│ │ │ │ │ ├── TestEatAction.cs.meta
│ │ │ │ │ ├── TestCollectAction.cs.meta
│ │ │ │ │ ├── TestDropItemAction.cs.meta
│ │ │ │ │ ├── TestDropRawAction.cs.meta
│ │ │ │ │ ├── TestEatCookSequence.cs.meta
│ │ │ │ │ ├── TestPickItemAction.cs.meta
│ │ │ │ │ ├── TestPickRawAction.cs.meta
│ │ │ │ │ ├── TestWanderAction.cs.meta
│ │ │ │ │ ├── TestNoEnoughItemInWorld.cs.meta
│ │ │ │ │ ├── TestPickDropCollectRawSequence.cs.meta
│ │ │ │ │ └── TestCookCollectSequenceWithMultiAgent.cs.meta
│ │ │ │ ├── Mock
│ │ │ │ │ └── MockItemModifySystem.cs.meta
│ │ │ │ ├── ActionExecute
│ │ │ │ │ ├── TestCookActionExecuteSystem.cs.meta
│ │ │ │ │ ├── TestEatActionExecuteSystem.cs.meta
│ │ │ │ │ ├── TestDropItemActionExecuteSystem.cs.meta
│ │ │ │ │ ├── TestDropRawActionExecuteSystem.cs.meta
│ │ │ │ │ ├── TestPickItemActionExecuteSystem.cs.meta
│ │ │ │ │ ├── TestPickRawActionExecuteSystem.cs.meta
│ │ │ │ │ └── TestWanderActionExecuteSystem.cs.meta
│ │ │ │ ├── SensorSystem
│ │ │ │ │ ├── TestCollectorSensorSystem.cs.meta
│ │ │ │ │ ├── TestItemSourceSensorSystem.cs.meta
│ │ │ │ │ └── TestRawSourceSensorSystem.cs.meta
│ │ │ │ ├── Zephyr.GOAP.Sample.Tests.asmdef.meta
│ │ │ │ └── Zephyr.GOAP.Sample.Tests.asmdef
│ │ │ ├── Utils.cs.meta
│ │ │ ├── GoapImplement.meta
│ │ │ ├── GoapImplement
│ │ │ │ ├── System.meta
│ │ │ │ ├── Component.meta
│ │ │ │ ├── ItemNames.cs.meta
│ │ │ │ ├── Component
│ │ │ │ │ ├── Trait.meta
│ │ │ │ │ ├── WatchingOrder.cs.meta
│ │ │ │ │ ├── Trait
│ │ │ │ │ │ ├── CookerTrait.cs.meta
│ │ │ │ │ │ ├── FoodTrait.cs.meta
│ │ │ │ │ │ ├── StaminaTrait.cs.meta
│ │ │ │ │ │ ├── WanderTrait.cs.meta
│ │ │ │ │ │ ├── CollectorTrait.cs.meta
│ │ │ │ │ │ ├── DiningTableTrait.cs.meta
│ │ │ │ │ │ ├── ItemSourceTrait.cs.meta
│ │ │ │ │ │ ├── ItemTransferTrait.cs.meta
│ │ │ │ │ │ ├── RawSourceTrait.cs.meta
│ │ │ │ │ │ ├── RawTransferTrait.cs.meta
│ │ │ │ │ │ ├── RecipeInputTrait.cs.meta
│ │ │ │ │ │ ├── RecipeOutputTrait.cs.meta
│ │ │ │ │ │ ├── ItemContainerTrait.cs.meta
│ │ │ │ │ │ ├── ItemDestinationTrait.cs.meta
│ │ │ │ │ │ ├── RawDestinationTrait.cs.meta
│ │ │ │ │ │ ├── ItemPotentialSourceTrait.cs.meta
│ │ │ │ │ │ ├── FoodTrait.cs
│ │ │ │ │ │ ├── CookerTrait.cs
│ │ │ │ │ │ ├── CollectorTrait.cs
│ │ │ │ │ │ ├── DiningTableTrait.cs
│ │ │ │ │ │ ├── RecipeInputTrait.cs
│ │ │ │ │ │ ├── RecipeOutputTrait.cs
│ │ │ │ │ │ ├── GatherStationTrait.cs
│ │ │ │ │ │ ├── ItemSourceTrait.cs
│ │ │ │ │ │ ├── StaminaTrait.cs
│ │ │ │ │ │ ├── WanderTrait.cs
│ │ │ │ │ │ ├── ItemTransferTrait.cs
│ │ │ │ │ │ ├── RawTransferTrait.cs
│ │ │ │ │ │ ├── GatherStationTrait.cs.meta
│ │ │ │ │ │ ├── ItemContainerTrait.cs
│ │ │ │ │ │ ├── ItemDestinationTrait.cs
│ │ │ │ │ │ ├── RawDestinationTrait.cs
│ │ │ │ │ │ ├── ItemPotentialSourceTrait.cs
│ │ │ │ │ │ └── RawSourceTrait.cs
│ │ │ │ │ ├── Action.meta
│ │ │ │ │ ├── Action
│ │ │ │ │ │ ├── EatAction.cs.meta
│ │ │ │ │ │ ├── CollectAction.cs.meta
│ │ │ │ │ │ ├── CookAction.cs.meta
│ │ │ │ │ │ ├── DropItemAction.cs.meta
│ │ │ │ │ │ ├── DropRawAction.cs.meta
│ │ │ │ │ │ ├── PickItemAction.cs.meta
│ │ │ │ │ │ ├── PickRawAction.cs.meta
│ │ │ │ │ │ └── WanderAction.cs.meta
│ │ │ │ │ └── WatchingOrder.cs
│ │ │ │ ├── System
│ │ │ │ │ ├── GoalPlanningSystem.cs.meta
│ │ │ │ │ ├── SensorSystem
│ │ │ │ │ │ ├── CookerSensorSystem.cs.meta
│ │ │ │ │ │ ├── RecipeSensorSystem.cs.meta
│ │ │ │ │ │ ├── CollectorSensorSystem.cs.meta
│ │ │ │ │ │ ├── DiningTableSensorSystem.cs.meta
│ │ │ │ │ │ ├── RawSourceSensorSystem.cs.meta
│ │ │ │ │ │ ├── ItemSourceSensorSystem.cs.meta
│ │ │ │ │ │ ├── DiningTableSensorSystem.cs
│ │ │ │ │ │ └── CookerSensorSystem.cs
│ │ │ │ │ ├── ActionExecuteSystem
│ │ │ │ │ │ ├── OrderWatchSystem.cs.meta
│ │ │ │ │ │ ├── CollectActionExecuteSystem.cs.meta
│ │ │ │ │ │ ├── CookActionExecuteSystem.cs.meta
│ │ │ │ │ │ ├── DropRawActionExecuteSystem.cs.meta
│ │ │ │ │ │ ├── EatActionExecuteSystem.cs.meta
│ │ │ │ │ │ ├── PickRawActionExecuteSystem.cs.meta
│ │ │ │ │ │ ├── WanderActionExecuteSystem.cs.meta
│ │ │ │ │ │ ├── DropItemActionExecuteSystem.cs.meta
│ │ │ │ │ │ └── PickItemActionExecuteSystem.cs.meta
│ │ │ │ │ ├── SensorSystem.meta
│ │ │ │ │ └── ActionExecuteSystem.meta
│ │ │ │ └── ItemNames.cs
│ │ │ ├── Tests.meta
│ │ │ ├── Zephyr.GOAP.Sample.asmdef.meta
│ │ │ └── Zephyr.GOAP.Sample.asmdef
│ │ ├── Editor.meta
│ │ └── Sample.meta
│ └── GOAP.meta
├── Plugins.meta
├── Zephyr.meta
├── Materials.meta
├── Resources.meta
├── StreamingAssets.meta
├── SceneDependencyCache.meta
├── StreamingAssets
│ └── PerformanceTestRunInfo.json.meta
├── Materials
│ └── Simple.mat.meta
├── BuildConfiguration.buildconfiguration.meta
└── BuildConfiguration.buildconfiguration
├── Packages
├── zephyr.goap
│ ├── Editor
│ │ ├── UXML
│ │ │ ├── timeline_node.uss
│ │ │ ├── states.uss
│ │ │ ├── node.uxml.meta
│ │ │ ├── states.uxml.meta
│ │ │ ├── window.uxml.meta
│ │ │ ├── timeline_node.uxml.meta
│ │ │ ├── node.uss.meta
│ │ │ ├── states.uss.meta
│ │ │ ├── window.uss.meta
│ │ │ ├── timeline_node.uss.meta
│ │ │ ├── window.uss
│ │ │ ├── node.uss
│ │ │ ├── node.uxml
│ │ │ ├── states.uxml
│ │ │ └── timeline_node.uxml
│ │ ├── Utils.cs.meta
│ │ ├── NodeView.cs.meta
│ │ ├── GoapLogWindow.cs.meta
│ │ ├── TimelineNodeView.cs.meta
│ │ ├── TimelineView.cs.meta
│ │ ├── UXML.meta
│ │ ├── Resources.meta
│ │ ├── Zephyr.Goap.Editor.asmdef.meta
│ │ ├── Resources
│ │ │ └── StyleSheet.asset.meta
│ │ ├── EditorGoapDebugger.cs.meta
│ │ └── Zephyr.Goap.Editor.asmdef
│ ├── Zephyr.GOAP
│ │ ├── Enums.cs.meta
│ │ ├── Logger.meta
│ │ ├── System.meta
│ │ ├── Component
│ │ │ ├── Agent.cs.meta
│ │ │ ├── Node.cs.meta
│ │ │ ├── State.cs.meta
│ │ │ ├── AgentState.meta
│ │ │ ├── BaseStates.cs.meta
│ │ │ ├── DeltaStates.cs.meta
│ │ │ ├── GoalManage.meta
│ │ │ ├── GoalState.meta
│ │ │ ├── ITrait.cs.meta
│ │ │ ├── ActionNodeState.meta
│ │ │ ├── AgentMoveSpeed.cs.meta
│ │ │ ├── AgentState
│ │ │ │ ├── Idle.cs.meta
│ │ │ │ ├── ActDone.cs.meta
│ │ │ │ ├── Acting.cs.meta
│ │ │ │ ├── IAgentState.cs.meta
│ │ │ │ ├── ReadyToAct.cs.meta
│ │ │ │ ├── IAgentState.cs
│ │ │ │ ├── Acting.cs
│ │ │ │ ├── Idle.cs
│ │ │ │ ├── ActDone.cs
│ │ │ │ └── ReadyToAct.cs
│ │ │ ├── GoalManage
│ │ │ │ ├── Goal.cs.meta
│ │ │ │ ├── AgentGoal.cs.meta
│ │ │ │ ├── FailedPlanLog.cs.meta
│ │ │ │ ├── GlobalGoal.cs.meta
│ │ │ │ ├── GlobalGoal.cs
│ │ │ │ ├── AgentGoal.cs
│ │ │ │ ├── FailedPlanLog.cs
│ │ │ │ └── Goal.cs
│ │ │ ├── GoalRefForNode.cs.meta
│ │ │ ├── NodeDependency.cs.meta
│ │ │ ├── TargetPosition.cs.meta
│ │ │ ├── ActionNodeOfGoal.cs.meta
│ │ │ ├── GoalState
│ │ │ │ ├── IGoalState.cs.meta
│ │ │ │ ├── IdleGoal.cs.meta
│ │ │ │ ├── ExecutingGoal.cs.meta
│ │ │ │ ├── PlanFailedGoal.cs.meta
│ │ │ │ ├── PlanningGoal.cs.meta
│ │ │ │ ├── IGoalState.cs
│ │ │ │ ├── PlanFailedGoal.cs
│ │ │ │ ├── IdleGoal.cs
│ │ │ │ ├── ExecutingGoal.cs
│ │ │ │ └── PlanningGoal.cs
│ │ │ ├── ITrait.cs
│ │ │ ├── NodeStartTimeRecorded.cs.meta
│ │ │ ├── ActionNodeState
│ │ │ │ ├── ActionNodeDone.cs.meta
│ │ │ │ ├── ActionNodeActing.cs.meta
│ │ │ │ ├── IActionNodeState.cs.meta
│ │ │ │ ├── IActionNodeState.cs
│ │ │ │ ├── ActionNodeDone.cs
│ │ │ │ └── ActionNodeActing.cs
│ │ │ ├── Agent.cs
│ │ │ ├── TargetPosition.cs
│ │ │ ├── BaseStates.cs
│ │ │ ├── NodeStartTimeRecorded.cs
│ │ │ ├── GoalRefForNode.cs
│ │ │ ├── NodeDependency.cs
│ │ │ ├── DeltaStates.cs
│ │ │ ├── ActionNodeOfGoal.cs
│ │ │ ├── IAction.cs.meta
│ │ │ ├── AgentMoveSpeed.cs
│ │ │ └── IAction.cs
│ │ ├── Logger
│ │ │ ├── EdgeLog.cs.meta
│ │ │ ├── GoapLog.cs.meta
│ │ │ ├── NodeLog.cs.meta
│ │ │ ├── StateLog.cs.meta
│ │ │ ├── EntityLog.cs.meta
│ │ │ ├── GoapResult.cs.meta
│ │ │ ├── NodeAgentInfoLog.cs.meta
│ │ │ ├── NodeDependencyLog.cs.meta
│ │ │ ├── EdgeLog.cs
│ │ │ ├── NodeDependencyLog.cs
│ │ │ └── EntityLog.cs
│ │ ├── Struct
│ │ │ ├── Edge.cs.meta
│ │ │ ├── NodeAgentInfo.cs.meta
│ │ │ ├── NodeGraph.cs.meta
│ │ │ ├── StackData.cs.meta
│ │ │ ├── StateGroup.cs.meta
│ │ │ ├── Edge.cs
│ │ │ ├── NodeAgentInfo.cs
│ │ │ └── StackData.cs
│ │ ├── System
│ │ │ ├── GoalManage.meta
│ │ │ ├── SensorManage.meta
│ │ │ ├── GoapPlanningJob.meta
│ │ │ ├── ActionExecuteManage.meta
│ │ │ ├── BaseStatesHelper.cs.meta
│ │ │ ├── ActionExecuteSystemBase.cs.meta
│ │ │ ├── GoalPlanningSystemBase.cs.meta
│ │ │ ├── ActionExecuteSystemGroup.cs.meta
│ │ │ ├── FailedPlanLogCleanSystem.cs.meta
│ │ │ ├── SensorManage
│ │ │ │ ├── SensorECBSystem.cs.meta
│ │ │ │ ├── SensorSystemBase.cs.meta
│ │ │ │ ├── SensorSystemGroup.cs.meta
│ │ │ │ ├── SensorSystemGroup.cs
│ │ │ │ ├── SensorECBSystem.cs
│ │ │ │ └── SensorSystemBase.cs
│ │ │ ├── GoapPlanningJob
│ │ │ │ ├── ActionExpandJob.cs.meta
│ │ │ │ ├── PathFindingJob.cs.meta
│ │ │ │ ├── PrepareNodeAgentPairsJob.cs.meta
│ │ │ │ └── PrepareNodeAgentPairsJob.cs
│ │ │ ├── ActionExecuteManage
│ │ │ │ ├── ActionChooseSystem.cs.meta
│ │ │ │ ├── ActionExecuteDoneSystem.cs.meta
│ │ │ │ ├── PlanExecutionDoneSystem.cs.meta
│ │ │ │ └── PlanStartTimeRecordSystem.cs.meta
│ │ │ ├── GoalManage
│ │ │ │ ├── AgentGoalMonitorSystemBase.cs.meta
│ │ │ │ ├── AgentGoalMonitorSystemGroup.cs.meta
│ │ │ │ └── AgentGoalMonitorSystemGroup.cs
│ │ │ ├── ActionExecuteSystemGroup.cs
│ │ │ ├── BaseStatesHelper.cs
│ │ │ └── FailedPlanLogCleanSystem.cs
│ │ ├── Lib
│ │ │ ├── ZephyrValueTuple.cs.meta
│ │ │ ├── ZephyrNativeMinHeap.cs.meta
│ │ │ └── NativeMinHeap.cs.meta
│ │ ├── Debugger
│ │ │ └── IGoapDebugger.cs.meta
│ │ ├── Lib.meta
│ │ ├── Scenes.meta
│ │ ├── Struct.meta
│ │ ├── Component.meta
│ │ ├── Debugger.meta
│ │ ├── Zephyr.GOAP.asmdef.meta
│ │ ├── Utils.cs.meta
│ │ ├── Enums.cs
│ │ └── Zephyr.GOAP.asmdef
│ ├── Zephyr.GOAP.Tests
│ │ ├── Debugger.meta
│ │ ├── Mock.meta
│ │ ├── ActionExecute.meta
│ │ ├── TestAndLearn.meta
│ │ ├── TestNode.cs.meta
│ │ ├── TestState.cs.meta
│ │ ├── Mock
│ │ │ ├── MockTraitA.cs.meta
│ │ │ ├── MockTraitB.cs.meta
│ │ │ ├── MockProduceAction.cs.meta
│ │ │ ├── MockActionExecuteSystem.cs.meta
│ │ │ ├── MockGoalPlanningSystem.cs.meta
│ │ │ ├── MockStateComponentSystem.cs.meta
│ │ │ ├── MockTraitA.cs
│ │ │ └── MockTraitB.cs
│ │ ├── TestNodeGraph.cs.meta
│ │ ├── TestStateGroup.cs.meta
│ │ ├── ActionExecuteManage.meta
│ │ ├── TestActionExpandBase.cs.meta
│ │ ├── Debugger
│ │ │ └── TestGoapDebugger.cs.meta
│ │ ├── TestActionExecuteBase.cs.meta
│ │ ├── TestAndLearn
│ │ │ ├── ParallelWriter.meta
│ │ │ ├── TestRandom.cs.meta
│ │ │ ├── TestStateComponent.cs.meta
│ │ │ ├── ParallelWriter
│ │ │ │ ├── TestParallelWriter.cs.meta
│ │ │ │ ├── ParallelWriterTestSystem.cs.meta
│ │ │ │ └── TestParallelWriter.cs
│ │ │ └── TestRandom.cs
│ │ ├── TestCurrentStatesHelper.cs.meta
│ │ ├── TestFailedPlanLogCleanSystem.cs.meta
│ │ ├── TestGoalPlanningSystemDelta.cs.meta
│ │ ├── TestGoalPlanningSystemCheckNodes.cs.meta
│ │ ├── TestGoalPlanningSystemExpandNodes.cs.meta
│ │ ├── TestGoalPlanningSystemUpdateGoalState.cs.meta
│ │ ├── ActionExecute
│ │ │ └── TestActionExecuteSystemBase.cs.meta
│ │ ├── ActionExecuteManage
│ │ │ ├── TestActionChooseSystem.cs.meta
│ │ │ ├── TestNavigatingEndSystem.cs.meta
│ │ │ ├── TestNavigatingStartSystem.cs.meta
│ │ │ ├── TestActionExecuteDoneSystem.cs.meta
│ │ │ └── TestPlanExecutionDoneSystem.cs.meta
│ │ ├── GoalManage.meta
│ │ ├── Zephyr.GOAP.Tests.asmdef.meta
│ │ ├── TestBase.cs.meta
│ │ ├── Zephyr.GOAP.Tests.asmdef
│ │ ├── TestBase.cs
│ │ └── TestActionExecuteBase.cs
│ ├── package.json.meta
│ ├── Editor.meta
│ ├── Zephyr.GOAP.meta
│ ├── Zephyr.GOAP.Tests.meta
│ └── package.json
└── zephyr.goap.meta
├── ProjectSettings
├── ProjectVersion.txt
├── ClusterInputManager.asset
├── PresetManager.asset
├── XRSettings.asset
├── VersionControlSettings.asset
├── TimeManager.asset
├── VFXManager.asset
├── BurstAotSettings_StandaloneWindows.json
├── EditorBuildSettings.asset
├── AudioManager.asset
├── TagManager.asset
├── UnityConnectSettings.asset
├── PackageManagerSettings.asset
├── EditorSettings.asset
└── DynamicsManager.asset
├── Zephyr.GOAP.Runtime.csproj.DotSettings
├── Zephyr.Goap.Editor.csproj.DotSettings
├── Assembly-CSharp.csproj.DotSettings
├── Zephyr.GOAP.csproj.DotSettings
├── .gitignore
├── Zephyr.GOAP.Tests.csproj.DotSettings
└── UserSettings
└── BuildManagerSettings.asset
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1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component
4 | {
5 | public struct Agent : IComponentData
6 | {
7 | }
8 | }
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1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component
4 | {
5 | public struct Item : IComponentData
6 | {
7 |
8 | }
9 | }
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/Packages/zephyr.goap/Zephyr.GOAP/Component/GoalState/IGoalState.cs:
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1 | namespace Zephyr.GOAP.Component.GoalState
2 | {
3 | public interface IGoalState
4 | {
5 | float Time { get; set; }
6 | }
7 | }
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/Assets/Zephyr/GOAP/Sample/Game/Component/Order/OrderState/IOrderState.cs:
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1 | namespace Zephyr.GOAP.Sample.Game.Component.Order.OrderState
2 | {
3 | public interface IOrderState
4 | {
5 |
6 | }
7 | }
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1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component
4 | {
5 | public struct Count : IComponentData
6 | {
7 | public byte Value;
8 | }
9 | }
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/Packages/zephyr.goap/Zephyr.GOAP/Component/GoalManage/GlobalGoal.cs:
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1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component.GoalManage
4 | {
5 | public struct GlobalGoal : IComponentData
6 | {
7 |
8 | }
9 | }
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/Assets/Zephyr/GOAP/Sample/Game/Component/Order/CookOrder.cs:
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1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component.Order
4 | {
5 | public struct CookOrder : IComponentData, IOrder
6 | {
7 |
8 | }
9 | }
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/Assets/Zephyr/GOAP/Sample/Game/Component/Order/EatOrder.cs:
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1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component.Order
4 | {
5 | public struct EatOrder : IComponentData, IOrder
6 | {
7 |
8 | }
9 | }
--------------------------------------------------------------------------------
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/Assets/Zephyr/GOAP/Sample/Game/Component/Order/DropRawOrder.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component.Order
4 | {
5 | public struct DropRawOrder : IComponentData, IOrder
6 | {
7 |
8 | }
9 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/Game/Component/Order/PickRawOrder.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component.Order
4 | {
5 | public struct PickRawOrder : IComponentData, IOrder
6 | {
7 |
8 | }
9 | }
--------------------------------------------------------------------------------
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/Assets/Zephyr/GOAP/Sample/Game/Component/Order/DropItemOrder.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component.Order
4 | {
5 | public struct DropItemOrder : IComponentData, IOrder
6 | {
7 |
8 | }
9 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/Game/Component/Order/PickItemOrder.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component.Order
4 | {
5 | public struct PickItemOrder : IComponentData, IOrder
6 | {
7 |
8 | }
9 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/Game/Component/Wandering.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component
4 | {
5 | public struct Wandering : IComponentData
6 | {
7 | public float WanderStartTime;
8 | }
9 | }
--------------------------------------------------------------------------------
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/Packages/zephyr.goap/Zephyr.GOAP/Component/GoalManage/AgentGoal.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component.GoalManage
4 | {
5 | public struct AgentGoal : IComponentData
6 | {
7 | public Entity Agent;
8 | }
9 | }
--------------------------------------------------------------------------------
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/Assets/Zephyr/GOAP/Sample/Game/Component/Order/OrderState/OrderDone.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component.Order.OrderState
4 | {
5 | public struct OrderDone : IComponentData, IOrderState
6 | {
7 | }
8 | }
--------------------------------------------------------------------------------
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/Packages/zephyr.goap/Zephyr.GOAP/Component/AgentState/IAgentState.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component.AgentState
4 | {
5 | public interface IAgentState
6 | {
7 | Entity NodeEntity { get; set; }
8 | }
9 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/Game/Component/Wander.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component
4 | {
5 | public struct Wander : IComponentData
6 | {
7 | //持续时间
8 | public float Time;
9 | }
10 | }
--------------------------------------------------------------------------------
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/Assets/Zephyr/GOAP/Sample/Game/Component/Order/OrderState/OrderNavigating.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component.Order.OrderState
4 | {
5 | public struct OrderNavigating : IComponentData, IOrderState
6 | {
7 | }
8 | }
--------------------------------------------------------------------------------
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/Packages/zephyr.goap/Zephyr.GOAP.Tests/Mock/MockTraitA.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Tests.Mock
5 | {
6 | public struct MockTraitA : IComponentData, ITrait
7 | {
8 |
9 | }
10 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP.Tests/Mock/MockTraitB.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Tests.Mock
5 | {
6 | public struct MockTraitB : IComponentData, ITrait
7 | {
8 |
9 | }
10 | }
--------------------------------------------------------------------------------
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7 | m_CollabEditorSettings:
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/Assets/Zephyr/GOAP/Sample/Game/Component/Name.cs:
--------------------------------------------------------------------------------
1 | using Unity.Collections;
2 | using Unity.Entities;
3 |
4 | namespace Zephyr.GOAP.Sample.Game.Component
5 | {
6 | public struct Name : IComponentData
7 | {
8 | public FixedString32 Value;
9 | }
10 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/Game/Component/Order/OrderState/OrderExecuting.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component.Order.OrderState
4 | {
5 | public struct OrderExecuting : IComponentData, IOrderState
6 | {
7 |
8 | }
9 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/Game/Component/Order/OrderState/OrderReadyToNavigate.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component.Order.OrderState
4 | {
5 | public struct OrderReadyToNavigate : IComponentData, IOrderState
6 | {
7 | }
8 | }
--------------------------------------------------------------------------------
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/Packages/zephyr.goap/Zephyr.GOAP/Component/ActionNodeState/IActionNodeState.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component.ActionNodeState
4 | {
5 | public interface IActionNodeState
6 | {
7 | Entity AgentEntity { get; set; }
8 | }
9 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Component/AgentState/Acting.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component.AgentState
4 | {
5 | public struct Acting : IComponentData, IAgentState
6 | {
7 | public Entity NodeEntity { get; set; }
8 | }
9 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Component/AgentState/Idle.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component.AgentState
4 | {
5 | public struct Idle : IComponentData, IAgentState
6 | {
7 | public Entity NodeEntity { get; set; }
8 | }
9 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Component/AgentState/ActDone.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component.AgentState
4 | {
5 | public struct ActDone : IComponentData, IAgentState
6 | {
7 | public Entity NodeEntity { get; set; }
8 | }
9 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Component/TargetPosition.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Unity.Mathematics;
3 |
4 | namespace Zephyr.GOAP.Component
5 | {
6 | public struct TargetPosition : IComponentData
7 | {
8 | public float3 Value;
9 | }
10 | }
--------------------------------------------------------------------------------
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2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!5 &1
4 | TimeManager:
5 | m_ObjectHideFlags: 0
6 | Fixed Timestep: 0.02
7 | Maximum Allowed Timestep: 0.33333334
8 | m_TimeScale: 1
9 | Maximum Particle Timestep: 0.03
10 |
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/Game/Component/Order/OrderState/OrderReadyToExecute.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component.Order.OrderState
4 | {
5 | public struct OrderReadyToExecute : IComponentData, IOrderState
6 | {
7 |
8 | }
9 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Component/AgentState/ReadyToAct.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component.AgentState
4 | {
5 | public struct ReadyToAct : IComponentData, IAgentState
6 | {
7 | public Entity NodeEntity { get; set; }
8 | }
9 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Component/GoalState/PlanFailedGoal.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component.GoalState
4 | {
5 | public struct PlanFailedGoal : IComponentData, IGoalState
6 | {
7 | public float Time { get; set; }
8 | }
9 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/Trait/FoodTrait.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Sample.GoapImplement.Component.Trait
5 | {
6 | public struct FoodTrait : IComponentData, ITrait
7 | {
8 |
9 | }
10 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/Game/Component/ContainedOutput.cs:
--------------------------------------------------------------------------------
1 | using Unity.Collections;
2 | using Unity.Entities;
3 |
4 | namespace Zephyr.GOAP.Sample.Game.Component
5 | {
6 | public struct ContainedOutput : IBufferElementData
7 | {
8 | public FixedString32 ItemOutput;
9 | }
10 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/Trait/CookerTrait.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Sample.GoapImplement.Component.Trait
5 | {
6 | public struct CookerTrait : IComponentData, ITrait
7 | {
8 |
9 | }
10 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Component/BaseStates.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component
4 | {
5 | ///
6 | /// 表示这是一个存放所有当前状态的Entity
7 | ///
8 | public struct BaseStates : IComponentData
9 | {
10 |
11 | }
12 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Component/NodeStartTimeRecorded.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component
4 | {
5 | ///
6 | /// 表示Node的启动时间已记录
7 | ///
8 | public struct NodeStartTimeRecorded : IComponentData
9 | {
10 | }
11 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/System/ActionExecuteSystemGroup.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.System
4 | {
5 | [UpdateInGroup(typeof(SimulationSystemGroup))]
6 | public class ActionExecuteSystemGroup : ComponentSystemGroup
7 | {
8 |
9 | }
10 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/Trait/CollectorTrait.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Sample.GoapImplement.Component.Trait
5 | {
6 | public struct CollectorTrait : IComponentData, ITrait
7 | {
8 |
9 | }
10 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/Trait/DiningTableTrait.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Sample.GoapImplement.Component.Trait
5 | {
6 | public struct DiningTableTrait : IComponentData, ITrait
7 | {
8 |
9 | }
10 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/Trait/RecipeInputTrait.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Sample.GoapImplement.Component.Trait
5 | {
6 | public struct RecipeInputTrait : IComponentData, ITrait
7 | {
8 |
9 | }
10 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/Trait/RecipeOutputTrait.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Sample.GoapImplement.Component.Trait
5 | {
6 | public struct RecipeOutputTrait : IComponentData, ITrait
7 | {
8 |
9 | }
10 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/Game/Component/Order/OrderExecuteTime.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component.Order
4 | {
5 | public struct OrderExecuteTime : IComponentData
6 | {
7 | public float ExecutePeriod;
8 | public double StartTime;
9 | }
10 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/System/SensorManage/SensorSystemGroup.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.System.SensorManage
4 | {
5 | [UpdateInGroup(typeof(InitializationSystemGroup))]
6 | public class SensorSystemGroup : ComponentSystemGroup
7 | {
8 |
9 | }
10 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/Trait/GatherStationTrait.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Sample.GoapImplement.Component.Trait
5 | {
6 | public struct GatherStationTrait : IComponentData, ITrait
7 | {
8 |
9 | }
10 | }
11 |
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Component/GoalRefForNode.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component
4 | {
5 | ///
6 | /// 用于从node链接到goal
7 | ///
8 | public struct GoalRefForNode : IComponentData
9 | {
10 | public Entity GoalEntity;
11 | }
12 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Component/NodeDependency.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component
4 | {
5 | ///
6 | /// 表示所在的node依赖于其他node先行完成
7 | ///
8 | public struct NodeDependency : IBufferElementData
9 | {
10 | public Entity Entity;
11 | }
12 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/System/GoalManage/AgentGoalMonitorSystemGroup.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.System.GoalManage
4 | {
5 | [UpdateInGroup(typeof(InitializationSystemGroup))]
6 | public class AgentGoalMonitorSystemGroup : ComponentSystemGroup
7 | {
8 |
9 | }
10 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/Game/Component/ContainedItemRef.cs:
--------------------------------------------------------------------------------
1 | using Unity.Collections;
2 | using Unity.Entities;
3 |
4 | namespace Zephyr.GOAP.Sample.Game.Component
5 | {
6 | public struct ContainedItemRef : IBufferElementData
7 | {
8 | public FixedString32 ItemName;
9 | public Entity ItemEntity;
10 | }
11 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Component/DeltaStates.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component
4 | {
5 | ///
6 | /// 存放某个action node对应的delta state
7 | ///
8 | public struct DeltaStates : IComponentData
9 | {
10 | public Entity ActionNodeEntity;
11 | }
12 | }
--------------------------------------------------------------------------------
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/Packages/zephyr.goap/Zephyr.GOAP/Component/ActionNodeOfGoal.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component
4 | {
5 | ///
6 | /// 用于从goal链接到action node
7 | ///
8 | public struct ActionNodeOfGoal : IBufferElementData
9 | {
10 | public Entity ActionNodeEntity;
11 | }
12 | }
--------------------------------------------------------------------------------
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/Packages/zephyr.goap/Zephyr.GOAP/Component/GoalManage/FailedPlanLog.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component.GoalManage
4 | {
5 | ///
6 | /// 位于goal上的,失败规划的历史记录,定期清理
7 | ///
8 | public struct FailedPlanLog : IBufferElementData
9 | {
10 | public float Time;
11 | }
12 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Component/GoalState/IdleGoal.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component.GoalState
4 | {
5 | ///
6 | /// 表示一个goal尚未被规划
7 | ///
8 | public struct IdleGoal : IComponentData, IGoalState
9 | {
10 | public float Time { get; set; }
11 | }
12 | }
--------------------------------------------------------------------------------
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/Packages/zephyr.goap/Zephyr.GOAP/Component/AgentMoveSpeed.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using Unity.Entities;
3 |
4 | namespace Zephyr.GOAP.Component
5 | {
6 | ///
7 | /// 最大移动速度
8 | ///
9 | [Serializable]
10 | public struct AgentMoveSpeed : IComponentData
11 | {
12 | public float value;
13 | }
14 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/System/SensorManage/SensorECBSystem.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.System.SensorManage
4 | {
5 | [UpdateInGroup(typeof (InitializationSystemGroup))]
6 | [UpdateAfter(typeof(SensorSystemGroup))]
7 | public class SensorECBSystem : EntityCommandBufferSystem
8 | {
9 | }
10 | }
--------------------------------------------------------------------------------
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9 | m_RenderPipeSettingsPath:
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11 | m_MaxDeltaTime: 0.05
12 |
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/Assets/Zephyr/GOAP/Sample/Game/Component/Order/DependentOrder.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component.Order
4 | {
5 | ///
6 | /// 一个order所依赖的另一个order
7 | ///
8 | public struct DependentOrder : IComponentData
9 | {
10 | public Entity dependentOrderEntity;
11 | }
12 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Component/GoalState/ExecutingGoal.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component.GoalState
4 | {
5 | ///
6 | /// 表示一个goal正在被执行中
7 | ///
8 | public struct ExecutingGoal : IComponentData, IGoalState
9 | {
10 | public float Time { get; set; }
11 | }
12 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/Game/Component/Stamina.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component
4 | {
5 | public struct Stamina : IComponentData
6 | {
7 | ///
8 | /// Value per second
9 | ///
10 | public float ChangeSpeed;
11 | public float Value;
12 | }
13 | }
--------------------------------------------------------------------------------
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/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/Trait/ItemSourceTrait.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Sample.GoapImplement.Component.Trait
5 | {
6 | ///
7 | /// 物品提供者Trait
8 | ///
9 | public struct ItemSourceTrait : IComponentData, ITrait
10 | {
11 | }
12 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/Trait/StaminaTrait.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Sample.GoapImplement.Component.Trait
5 | {
6 | ///
7 | /// 拥有体力
8 | ///
9 | public struct StaminaTrait : IComponentData, ITrait
10 | {
11 |
12 | }
13 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/Trait/WanderTrait.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Sample.GoapImplement.Component.Trait
5 | {
6 | ///
7 | /// 可以闲逛
8 | ///
9 | public struct WanderTrait : IComponentData, ITrait
10 | {
11 |
12 | }
13 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/WatchingOrder.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.GoapImplement.Component
4 | {
5 | ///
6 | /// 位于Agent上,表示其监控的order,一对多
7 | ///
8 | public struct WatchingOrder : IBufferElementData
9 | {
10 | public Entity OrderEntity;
11 | }
12 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Component/GoalState/PlanningGoal.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component.GoalState
4 | {
5 | ///
6 | /// 表示一个goal正在被一个agent规划中
7 | ///
8 | public struct PlanningGoal : IComponentData, IGoalState
9 | {
10 | public float Time { get; set; }
11 | }
12 | }
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11 | background-color: rgb(231, 198, 156);
12 | color: rgba(0, 0, 0, 255);
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14 |
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/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/Trait/ItemTransferTrait.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Sample.GoapImplement.Component.Trait
5 | {
6 | ///
7 | /// 物品运输中的状态Trait
8 | ///
9 | public struct ItemTransferTrait : IComponentData, ITrait
10 | {
11 | }
12 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/Trait/RawTransferTrait.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Sample.GoapImplement.Component.Trait
5 | {
6 | ///
7 | /// 原料运输中的状态Trait
8 | ///
9 | public struct RawTransferTrait : IComponentData, ITrait
10 | {
11 | }
12 | }
--------------------------------------------------------------------------------
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2 | -unity-font-style: bold;
3 | color: rgb(217, 217, 217);
4 | background-color: rgb(132, 77, 0);
5 | }
6 |
7 | .state-container {
8 | align-items: stretch;
9 | flex-grow: 1;
10 | flex-shrink: 0;
11 | background-color: rgb(231, 198, 156);
12 | color: rgba(0, 0, 0, 255);
13 | }
14 |
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/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/Trait/ItemContainerTrait.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Sample.GoapImplement.Component.Trait
5 | {
6 | ///
7 | /// 表示一个Entity为物品容器
8 | ///
9 | public struct ItemContainerTrait : IComponentData, ITrait
10 | {
11 | }
12 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/Trait/ItemDestinationTrait.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Sample.GoapImplement.Component.Trait
5 | {
6 | ///
7 | /// 物品接收者Trait
8 | ///
9 | public struct ItemDestinationTrait : IComponentData, ITrait
10 | {
11 | }
12 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/Trait/RawDestinationTrait.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Sample.GoapImplement.Component.Trait
5 | {
6 | ///
7 | /// 原料接收者Trait
8 | ///
9 | public struct RawDestinationTrait : IComponentData, ITrait
10 | {
11 | }
12 | }
--------------------------------------------------------------------------------
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/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/Trait/ItemPotentialSourceTrait.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 |
4 | namespace Zephyr.GOAP.Sample.GoapImplement.Component.Trait
5 | {
6 | ///
7 | /// 物品潜在提供者Trait
8 | ///
9 | public struct ItemPotentialSourceTrait : IComponentData, ITrait
10 | {
11 | }
12 | }
--------------------------------------------------------------------------------
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/Packages/zephyr.goap/Zephyr.GOAP/Enums.cs:
--------------------------------------------------------------------------------
1 | namespace Zephyr.GOAP
2 | {
3 | public enum Priority
4 | {
5 | None = -1,
6 | Bottom = 0,
7 | Low = 1,
8 | Normal = 2,
9 | Urgent = 3,
10 | Max = 4
11 | }
12 |
13 | public enum NodeNavigatingSubjectType
14 | {
15 | PreconditionTarget, EffectTarget, Null
16 | }
17 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Component/ActionNodeState/ActionNodeDone.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component.ActionNodeState
4 | {
5 | ///
6 | /// 表示一个action node正在被执行
7 | ///
8 | public struct ActionNodeDone : IComponentData, IActionNodeState
9 | {
10 | public Entity AgentEntity { get; set; }
11 | }
12 | }
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/Packages/zephyr.goap/Zephyr.GOAP/Component/ActionNodeState/ActionNodeActing.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Component.ActionNodeState
4 | {
5 | ///
6 | /// 表示一个action node正在被执行
7 | ///
8 | public struct ActionNodeActing : IComponentData, IActionNodeState
9 | {
10 | public Entity AgentEntity { get; set; }
11 | }
12 | }
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/Packages/zephyr.goap/Zephyr.GOAP/Struct/Edge.cs:
--------------------------------------------------------------------------------
1 | using Zephyr.GOAP.Component;
2 |
3 | namespace Zephyr.GOAP.Struct
4 | {
5 | public struct Edge
6 | {
7 | public int ParentHash;
8 | public int ChildHash;
9 |
10 | public Edge(Node parent, Node child)
11 | {
12 | ParentHash = parent.HashCode;
13 | ChildHash = child.HashCode;
14 | }
15 | }
16 | }
--------------------------------------------------------------------------------
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1 | {
2 | "MonoBehaviour": {
3 | "m_Enabled": true,
4 | "m_EditorHideFlags": 0,
5 | "m_Name": "",
6 | "m_EditorClassIdentifier": "Unity.Burst.Editor:Unity.Burst.Editor:BurstPlatformAotSettings",
7 | "DisableOptimisations": false,
8 | "DisableSafetyChecks": true,
9 | "DisableBurstCompilation": false
10 | }
11 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Logger/EdgeLog.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using Zephyr.GOAP.Struct;
3 |
4 | namespace Zephyr.GOAP.Logger
5 | {
6 | [Serializable]
7 | public class EdgeLog
8 | {
9 | public int parentHash, childHash;
10 |
11 | public EdgeLog(Edge edge)
12 | {
13 | parentHash = edge.ParentHash;
14 | childHash = edge.ChildHash;
15 | }
16 | }
17 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/Game/Component/ItemContainer.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.Component
4 | {
5 | public struct ItemContainer : IComponentData
6 | {
7 | ///
8 | /// 0表示容量不受限
9 | ///
10 | public int Capacity;
11 |
12 | ///
13 | /// 能否作为运输源
14 | ///
15 | public bool IsTransferSource;
16 | }
17 | }
--------------------------------------------------------------------------------
/Zephyr.GOAP.Runtime.csproj.DotSettings:
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1 |
2 | True
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/Zephyr.Goap.Editor.csproj.DotSettings:
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1 |
2 | True
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/Assets/Zephyr/GOAP/Sample/Game/Component/Order/Order.cs:
--------------------------------------------------------------------------------
1 | using Unity.Collections;
2 | using Unity.Entities;
3 |
4 | namespace Zephyr.GOAP.Sample.Game.Component.Order
5 | {
6 | ///
7 | /// 用于生产/采集设施的"订单"
8 | ///
9 | public struct Order : IComponentData
10 | {
11 | public Entity ExecutorEntity;
12 | public Entity FacilityEntity;
13 | public FixedString32 ItemName;
14 | public int Amount;
15 | }
16 | }
--------------------------------------------------------------------------------
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2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!1045 &1
4 | EditorBuildSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | m_Scenes:
8 | - enabled: 1
9 | path: Assets/Zephyr/GOAP/Scenes/Test.unity
10 | guid: de4b94903e30d5043a6b8ca24da53c1a
11 | - enabled: 1
12 | path: Assets/Zephyr/GOAP/Scenes/Test/World.unity
13 | guid: 6809f87625da33340baddf8353eff55c
14 | m_configObjects: {}
15 |
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/Packages/zephyr.goap/Zephyr.GOAP/Logger/NodeDependencyLog.cs:
--------------------------------------------------------------------------------
1 | using System;
2 |
3 | namespace Zephyr.GOAP.Logger
4 | {
5 | [Serializable]
6 | public class NodeDependencyLog
7 | {
8 | public int baseNodeHash, dependencyNodeHash;
9 |
10 | public NodeDependencyLog(int baseNodeHash, int dependencyNodeHash)
11 | {
12 | this.baseNodeHash = baseNodeHash;
13 | this.dependencyNodeHash = dependencyNodeHash;
14 | }
15 | }
16 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Struct/NodeAgentInfo.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Unity.Mathematics;
3 |
4 | namespace Zephyr.GOAP.Struct
5 | {
6 | ///
7 | /// node上的agent信息(执行后)
8 | ///
9 | public struct NodeAgentInfo
10 | {
11 | public Entity AgentEntity;
12 | public float3 EndPosition;
13 | public float NavigateTime;
14 | public float ExecuteTime;
15 | public float AvailableTime;
16 | }
17 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/package.json:
--------------------------------------------------------------------------------
1 | {
2 | "name": "zephyr.goap",
3 | "version": "0.2.0",
4 | "displayName": "Zephyr GOAP",
5 | "description": "A library of GOAP AI Planner written in DOTS",
6 | "unity": "2019.3",
7 | "dependencies": {
8 | "com.unity.entities": "0.11.1-preview.4"
9 | },
10 | "author": {
11 | "name": "Zephyr Zhang",
12 | "email": "zephyr1125@gmail.com",
13 | "url": "https://cowlevel.net/people/zephyr1125"
14 | },
15 | "type": "library"
16 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/GoapImplement/Component/Trait/RawSourceTrait.cs:
--------------------------------------------------------------------------------
1 | using Unity.Collections;
2 | using Unity.Entities;
3 | using Zephyr.GOAP.Component;
4 |
5 | namespace Zephyr.GOAP.Sample.GoapImplement.Component.Trait
6 | {
7 | ///
8 | /// 原料提供者Trait,专门表示是只有Collector才能够收集的
9 | ///
10 | public struct RawSourceTrait : IComponentData, ITrait
11 | {
12 | public FixedString32 RawName;
13 | public byte InitialAmount;
14 | }
15 | }
--------------------------------------------------------------------------------
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!11 &1
4 | AudioManager:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | m_Volume: 1
8 | Rolloff Scale: 1
9 | Doppler Factor: 1
10 | Default Speaker Mode: 2
11 | m_SampleRate: 0
12 | m_DSPBufferSize: 1024
13 | m_VirtualVoiceCount: 512
14 | m_RealVoiceCount: 32
15 | m_SpatializerPlugin:
16 | m_AmbisonicDecoderPlugin:
17 | m_DisableAudio: 0
18 | m_VirtualizeEffects: 1
19 | m_RequestedDSPBufferSize: 1024
20 |
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!78 &1
4 | TagManager:
5 | serializedVersion: 2
6 | tags: []
7 | layers:
8 | - Default
9 | - TransparentFX
10 | - Ignore Raycast
11 | -
12 | - Water
13 | - UI
14 | -
15 | -
16 | -
17 | -
18 | -
19 | -
20 | -
21 | -
22 | -
23 | -
24 | -
25 | -
26 | -
27 | -
28 | -
29 | -
30 | -
31 | -
32 | -
33 | -
34 | -
35 | -
36 | -
37 | -
38 | -
39 | -
40 | m_SortingLayers:
41 | - name: Default
42 | uniqueID: 0
43 | locked: 0
44 |
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/Assets/Zephyr/GOAP/Sample/Game/Authoring/MovableAuthoring.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using UnityEngine;
3 | using Zephyr.GOAP.Component;
4 |
5 | namespace Zephyr.GOAP.Sample.Game.Authoring
6 | {
7 | [RequiresEntityConversion]
8 | [ConverterVersion("Zephyr", 0)]
9 | public class MovableAuthoring : MonoBehaviour, IConvertGameObjectToEntity
10 | {
11 | public float MaxMoveSpeed;
12 |
13 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
14 | {
15 | dstManager.AddComponentData(entity, new AgentMoveSpeed{value = MaxMoveSpeed});
16 | }
17 | }
18 | }
--------------------------------------------------------------------------------
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1 | {
2 | "name": "Zephyr.Goap.Editor",
3 | "references": [
4 | "GUID:343deaaf83e0cee4ca978e7df0b80d21",
5 | "GUID:734d92eba21c94caba915361bd5ac177",
6 | "GUID:e0cd26848372d4e5c891c569017e11f1",
7 | "GUID:8819f35a0fc84499b990e90a4ca1911f",
8 | "GUID:6370ab650011d08408754a4db575d19f"
9 | ],
10 | "includePlatforms": [
11 | "Editor"
12 | ],
13 | "excludePlatforms": [],
14 | "allowUnsafeCode": false,
15 | "overrideReferences": false,
16 | "precompiledReferences": [],
17 | "autoReferenced": true,
18 | "defineConstraints": [],
19 | "versionDefines": [],
20 | "noEngineReferences": false
21 | }
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1 | .main-frame {
2 | flex-grow: 1;
3 | background-color: rgb(38, 38, 38);
4 | flex-shrink: 0;
5 | }
6 |
7 | .toolbar {
8 | background-color: rgb(96, 96, 96);
9 | height: 24px;
10 | margin-left: 0;
11 | margin-right: 0;
12 | margin-top: 0;
13 | margin-bottom: 0;
14 | padding-left: 2px;
15 | padding-right: 2px;
16 | padding-top: 2px;
17 | padding-bottom: 2px;
18 | color: rgb(0, 0, 0);
19 | }
20 |
21 | .toolbar-button {
22 | width: auto;
23 | background-color: rgb(200, 200, 200);
24 | color: rgb(0, 0, 0);
25 | }
26 |
27 | .toolbar-button:hover {
28 | background-color: rgb(238, 238, 238);
29 | color: rgb(0, 0, 0);
30 | }
31 |
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/Packages/zephyr.goap/Editor/UXML/window.uss:
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1 | .main-frame {
2 | flex-grow: 1;
3 | background-color: rgb(38, 38, 38);
4 | flex-shrink: 0;
5 | }
6 |
7 | .toolbar {
8 | background-color: rgb(96, 96, 96);
9 | height: 24px;
10 | margin-left: 0;
11 | margin-right: 0;
12 | margin-top: 0;
13 | margin-bottom: 0;
14 | padding-left: 2px;
15 | padding-right: 2px;
16 | padding-top: 2px;
17 | padding-bottom: 2px;
18 | color: rgb(0, 0, 0);
19 | }
20 |
21 | .toolbar-button {
22 | width: auto;
23 | background-color: rgb(200, 200, 200);
24 | color: rgb(0, 0, 0);
25 | }
26 |
27 | .toolbar-button:hover {
28 | background-color: rgb(238, 238, 238);
29 | color: rgb(0, 0, 0);
30 | }
31 |
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1 | .frame {
2 | align-items: stretch;
3 | flex-shrink: 0;
4 | flex-grow: 0;
5 | flex-wrap: no-wrap;
6 | border-left-width: 0;
7 | border-right-width: 0;
8 | border-top-width: 0;
9 | border-bottom-width: 0;
10 | width: 100%;
11 | height: 100%;
12 | }
13 |
14 | .title {
15 | color: rgb(207, 207, 207);
16 | -unity-font-style: bold;
17 | flex-grow: 1;
18 | }
19 |
20 | .reward {
21 | -unity-font-style: normal;
22 | color: rgb(97, 243, 176);
23 | background-color: rgb(63, 63, 63);
24 | }
25 |
26 | .time {
27 | color: rgb(221, 215, 76);
28 | flex-direction: column;
29 | right: auto;
30 | background-color: rgb(63, 63, 63);
31 | }
32 |
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/Packages/zephyr.goap/Editor/UXML/node.uss:
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1 | .frame {
2 | align-items: stretch;
3 | flex-shrink: 0;
4 | flex-grow: 0;
5 | flex-wrap: no-wrap;
6 | border-left-width: 0;
7 | border-right-width: 0;
8 | border-top-width: 0;
9 | border-bottom-width: 0;
10 | width: 100%;
11 | height: 100%;
12 | }
13 |
14 | .title {
15 | color: rgb(207, 207, 207);
16 | -unity-font-style: bold;
17 | flex-grow: 1;
18 | }
19 |
20 | .reward {
21 | -unity-font-style: normal;
22 | color: rgb(97, 243, 176);
23 | background-color: rgb(63, 63, 63);
24 | }
25 |
26 | .time {
27 | color: rgb(221, 215, 76);
28 | flex-direction: column;
29 | right: auto;
30 | background-color: rgb(63, 63, 63);
31 | }
32 |
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/Packages/zephyr.goap/Zephyr.GOAP.Tests/Zephyr.GOAP.Tests.asmdef:
--------------------------------------------------------------------------------
1 | {
2 | "name": "Zephyr.GOAP.Tests",
3 | "references": [
4 | "Unity.Burst",
5 | "Unity.Entities",
6 | "Unity.Collections",
7 | "Unity.Mathematics",
8 | "Unity.Transforms",
9 | "Zephyr.GOAP"
10 | ],
11 | "includePlatforms": [
12 | "Editor"
13 | ],
14 | "excludePlatforms": [],
15 | "allowUnsafeCode": true,
16 | "overrideReferences": true,
17 | "precompiledReferences": [
18 | "nunit.framework.dll"
19 | ],
20 | "autoReferenced": false,
21 | "defineConstraints": [
22 | "UNITY_INCLUDE_TESTS"
23 | ],
24 | "versionDefines": [],
25 | "noEngineReferences": false
26 | }
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/Assets/Zephyr/GOAP/Sample/Game/System/AgentsPositionToUISystem.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Unity.Transforms;
3 | using Zephyr.GOAP.Component;
4 | using Zephyr.GOAP.Sample.Game.UI;
5 |
6 | namespace Zephyr.GOAP.Sample.Game.System
7 | {
8 | public class AgentsPositionToUISystem : SystemBase
9 | {
10 | protected override void OnUpdate()
11 | {
12 | Entities
13 | .WithoutBurst()
14 | .WithAll()
15 | .ForEach(
16 | (Entity entity, ref Translation translation) =>
17 | {
18 | AgentInfoManager.Instance.UpdateAgentPosition(entity, translation);
19 | }).Run();
20 | }
21 | }
22 | }
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1 |
2 | True
3 | True
4 | False
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/.gitignore:
--------------------------------------------------------------------------------
1 | /[Ll]ibrary/
2 | /[Tt]emp/
3 | /[Oo]bj/
4 | /[Bb]uild/
5 | /[Bb]uilds/
6 | /Assets/AssetStoreTools*
7 | /Assets/SceneDependencyCache/
8 |
9 | # Visual Studio 2015 cache directory
10 | /.vs/
11 |
12 | # Autogenerated VS/MD/Consulo solution and project files
13 | ExportedObj/
14 | .consulo/
15 | *.csproj
16 | *.unityproj
17 | *.sln
18 | *.suo
19 | *.tmp
20 | *.user
21 | *.userprefs
22 | *.pidb
23 | *.booproj
24 | *.svd
25 | *.pdb
26 | *.dll
27 | *.dll.meta
28 |
29 | # Unity3D generated meta files
30 | *.pidb.meta
31 |
32 | # Unity3D Generated File On Crash Reports
33 | sysinfo.txt
34 |
35 | # Builds
36 | *.apk
37 | *.unitypackage
38 | Publish/
39 | *.log
40 | /.idea/
41 | /Assets/Plugins/
42 | /PlanDebugger/
43 | /GoapTestLog/
44 |
45 | # Profiler Log
46 | *.raw
47 |
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1 |
2 | True
3 | True
4 | False
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1 | {
2 | "name": "Zephyr.GOAP.Sample.Tests",
3 | "references": [
4 | "Unity.Burst",
5 | "Unity.Entities",
6 | "Unity.Collections",
7 | "Unity.Mathematics",
8 | "Unity.Transforms",
9 | "Zephyr.GOAP",
10 | "Zephyr.GOAP.Tests",
11 | "Zephyr.GOAP.Sample"
12 | ],
13 | "includePlatforms": [
14 | "Editor"
15 | ],
16 | "excludePlatforms": [],
17 | "allowUnsafeCode": true,
18 | "overrideReferences": true,
19 | "precompiledReferences": [
20 | "nunit.framework.dll"
21 | ],
22 | "autoReferenced": false,
23 | "defineConstraints": [
24 | "UNITY_INCLUDE_TESTS"
25 | ],
26 | "versionDefines": [],
27 | "noEngineReferences": false
28 | }
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1 | {
2 | "name": "Zephyr.GOAP",
3 | "references": [
4 | "GUID:734d92eba21c94caba915361bd5ac177",
5 | "GUID:d8b63aba1907145bea998dd612889d6b",
6 | "GUID:e0cd26848372d4e5c891c569017e11f1",
7 | "GUID:8819f35a0fc84499b990e90a4ca1911f",
8 | "GUID:6055be8ebefd69e48b49212b09b47b2f",
9 | "GUID:a5baed0c9693541a5bd947d336ec7659",
10 | "GUID:8a2eafa29b15f444eb6d74f94a930e1d",
11 | "GUID:2665a8d13d1b3f18800f46e256720795"
12 | ],
13 | "includePlatforms": [],
14 | "excludePlatforms": [],
15 | "allowUnsafeCode": true,
16 | "overrideReferences": false,
17 | "precompiledReferences": [],
18 | "autoReferenced": true,
19 | "defineConstraints": [],
20 | "versionDefines": [],
21 | "noEngineReferences": false
22 | }
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1 | {
2 | "name": "Zephyr.GOAP.Sample",
3 | "references": [
4 | "GUID:e0cd26848372d4e5c891c569017e11f1",
5 | "GUID:734d92eba21c94caba915361bd5ac177",
6 | "GUID:8a2eafa29b15f444eb6d74f94a930e1d",
7 | "GUID:d8b63aba1907145bea998dd612889d6b",
8 | "GUID:a5baed0c9693541a5bd947d336ec7659",
9 | "GUID:8819f35a0fc84499b990e90a4ca1911f",
10 | "GUID:6055be8ebefd69e48b49212b09b47b2f",
11 | "GUID:6370ab650011d08408754a4db575d19f"
12 | ],
13 | "includePlatforms": [],
14 | "excludePlatforms": [],
15 | "allowUnsafeCode": true,
16 | "overrideReferences": false,
17 | "precompiledReferences": [],
18 | "autoReferenced": true,
19 | "defineConstraints": [],
20 | "versionDefines": [],
21 | "noEngineReferences": false
22 | }
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/Packages/zephyr.goap/Zephyr.GOAP/Component/GoalManage/Goal.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using Unity.Entities;
3 | using Zephyr.GOAP.Struct;
4 |
5 | namespace Zephyr.GOAP.Component.GoalManage
6 | {
7 | public struct Goal : IComponentData, IComparable
8 | {
9 | public Entity GoalEntity;
10 | public State Require;
11 | public Priority Priority;
12 | public double CreateTime;
13 | ///
14 | /// 执行起始时间
15 | ///
16 | public double ExecuteStartTime;
17 | ///
18 | /// 预计执行时长
19 | ///
20 | public float EstimatePeriod;
21 |
22 | public int CompareTo(Goal other)
23 | {
24 | var priorityComparison = Priority.CompareTo(other.Priority);
25 | if (priorityComparison != 0) return priorityComparison;
26 | return CreateTime.CompareTo(other.CreateTime);
27 | }
28 | }
29 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/Game/Authoring/DiningTableAuthoring.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using UnityEngine;
3 | using Zephyr.GOAP.Sample.Game.Component;
4 | using Zephyr.GOAP.Sample.GoapImplement.Component.Trait;
5 |
6 | namespace Zephyr.GOAP.Sample.Game.Authoring
7 | {
8 | [RequiresEntityConversion]
9 | [ConverterVersion("Zephyr", 1)]
10 | public class DiningTableAuthoring : MonoBehaviour, IConvertGameObjectToEntity
11 | {
12 | public string Name;
13 |
14 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
15 | {
16 | #if UNITY_EDITOR
17 | dstManager.SetName(entity, Name);
18 | #endif
19 | dstManager.AddComponentData(entity, new DiningTableTrait());
20 | dstManager.AddComponentData(entity, new ItemContainer{IsTransferSource = true});
21 | dstManager.AddBuffer(entity); }
22 | }
23 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/Game/Authoring/CollectorAuthoring.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using UnityEngine;
3 | using Zephyr.GOAP.Sample.Game.Component;
4 | using Zephyr.GOAP.Sample.GoapImplement.Component.Trait;
5 |
6 | namespace Zephyr.GOAP.Sample.Game.Authoring
7 | {
8 | [RequiresEntityConversion]
9 | [ConverterVersion("Zephyr", 1)]
10 | public class CollectorAuthoring : MonoBehaviour, IConvertGameObjectToEntity
11 | {
12 | public string Name;
13 |
14 | public void Convert(Entity entity, EntityManager dstManager,
15 | GameObjectConversionSystem conversionSystem)
16 | {
17 | #if UNITY_EDITOR
18 | dstManager.SetName(entity, Name);
19 | #endif
20 | dstManager.AddComponentData(entity, new CollectorTrait());
21 | dstManager.AddComponentData(entity, new ItemContainer{IsTransferSource = true});
22 | dstManager.AddBuffer(entity);
23 | }
24 | }
25 | }
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/Assets/Zephyr/GOAP/Editor/UXML/node.uxml:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
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/Packages/zephyr.goap/Editor/UXML/node.uxml:
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
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/Packages/zephyr.goap/Zephyr.GOAP/System/GoapPlanningJob/PrepareNodeAgentPairsJob.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using Unity.Collections;
3 | using Unity.Entities;
4 | using Unity.Jobs;
5 | using Zephyr.GOAP.Component;
6 | using Zephyr.GOAP.Lib;
7 |
8 | namespace Zephyr.GOAP.System.GoapPlanningJob
9 | {
10 | public struct PrepareNodeAgentPairsJob : IJobParallelFor
11 | {
12 | [ReadOnly]
13 | public NativeArray Entities;
14 |
15 | [ReadOnly]
16 | public NativeList Nodes;
17 |
18 | public NativeArray> NodeAgentPairs;
19 |
20 | public void Execute(int pairId)
21 | {
22 | var nodeAmount = Nodes.Length;
23 | var entityId = pairId / nodeAmount;
24 | var nodeId = pairId % nodeAmount;
25 |
26 | NodeAgentPairs[pairId] = new ZephyrValueTuple(Entities[entityId], Nodes[nodeId]);
27 | }
28 | }
29 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/Game/UI/AgentInfo.cs:
--------------------------------------------------------------------------------
1 | using TMPro;
2 | using UnityEngine;
3 |
4 | namespace Zephyr.GOAP.Sample.Game.UI
5 | {
6 | public class AgentInfo : MonoBehaviour
7 | {
8 | public TMP_Text ActionText;
9 | public TMP_Text StaminaText;
10 |
11 | private Camera _camera;
12 | private Transform _transform;
13 |
14 | private void Awake()
15 | {
16 | _transform = transform;
17 | _camera = Camera.main;
18 | }
19 |
20 | public void SetPosition(Vector3 agentPosition)
21 | {
22 | _transform.position = _camera.WorldToScreenPoint(agentPosition) + new Vector3(0, 84, 0);
23 | }
24 |
25 | public void SetActionText(string text)
26 | {
27 | ActionText.text = text;
28 | }
29 |
30 | public void SetStaminaText(float stamina)
31 | {
32 | StaminaText.text = $"{stamina:F1}";
33 | }
34 | }
35 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP.Tests/TestAndLearn/ParallelWriter/TestParallelWriter.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using NUnit.Framework;
3 | using UnityEngine;
4 | using UnityEngine.TestTools;
5 |
6 | namespace Zephyr.GOAP.Tests.TestAndLearn.ParallelWriter
7 | {
8 | public class TestParallelWriter : TestBase
9 | {
10 | private ParallelWriterTestSystem _system;
11 |
12 | public override void SetUp()
13 | {
14 | base.SetUp();
15 | _system = World.GetOrCreateSystem();
16 |
17 | }
18 |
19 | [Test]
20 | public void TestRun()
21 | {
22 | // _system.Update();
23 | // EntityManager.CompleteAllJobs();
24 |
25 | Assert.Throws(
26 | () =>
27 | {
28 | _system.Update();
29 | EntityManager.CompleteAllJobs();
30 | }, "不可以两个Job同时操作一个ParallelWriter");
31 | }
32 | }
33 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/Game/System/AgentActionToUISystem.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 | using Zephyr.GOAP.Component.AgentState;
4 | using Zephyr.GOAP.Sample.Game.Component;
5 | using Zephyr.GOAP.Sample.Game.UI;
6 |
7 | namespace Zephyr.GOAP.Sample.Game.System
8 | {
9 | public class AgentActionToUISystem : SystemBase
10 | {
11 | protected override void OnUpdate()
12 | {
13 | var nodes = GetComponentDataFromEntity();
14 | Entities
15 | .WithReadOnly(nodes)
16 | .WithoutBurst()
17 | .ForEach(
18 | (Entity entity, in Stamina stamina, in Acting acting) =>
19 | {
20 | var currentNode = nodes[acting.NodeEntity];
21 | AgentInfoManager.Instance.SetAgentText(entity,
22 | currentNode.Name.ToString().Replace("Action", ""),
23 | stamina.Value);
24 | }).Run();
25 | }
26 | }
27 | }
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/Assets/Zephyr/GOAP/Sample/Game/System/StaminaConsumeSystem.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Unity.Jobs;
3 | using Zephyr.GOAP.Sample.Game.Component;
4 |
5 | namespace Zephyr.GOAP.Sample.Game.System
6 | {
7 | [UpdateInGroup(typeof(SimulationSystemGroup))]
8 | public class StaminaConsumeSystem : JobComponentSystem
9 | {
10 | // [BurstCompile]
11 | private struct StaminaConsumeJob : IJobForEach
12 | {
13 | public float DeltaTime;
14 |
15 | public void Execute(ref Stamina stamina)
16 | {
17 | var newStamina = stamina.Value + stamina.ChangeSpeed * DeltaTime;
18 | if (newStamina < 0) newStamina = 0;
19 | stamina.Value = newStamina;
20 | }
21 | }
22 |
23 | protected override JobHandle OnUpdate(JobHandle inputDeps)
24 | {
25 | var job = new StaminaConsumeJob
26 | {
27 | DeltaTime = Time.DeltaTime
28 | };
29 | return job.Schedule(this, inputDeps);
30 | }
31 | }
32 | }
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/Assets/Zephyr/GOAP/Sample/Game/UI/ItemContainer.cs:
--------------------------------------------------------------------------------
1 | using System.Text;
2 | using Unity.Collections;
3 | using Unity.Entities;
4 | using UnityEngine;
5 | using UnityEngine.UI;
6 | using Zephyr.GOAP.Sample.Game.Component;
7 |
8 | namespace Zephyr.GOAP.Sample.Game.UI
9 | {
10 | public class ItemContainer : MonoBehaviour
11 | {
12 | public Text text;
13 |
14 | private Transform _transform;
15 |
16 | private void OnEnable()
17 | {
18 | _transform = transform;
19 | }
20 |
21 | public void SetItems(NativeList itemNames, NativeList itemCounts, Vector3 position)
22 | {
23 | var stringBuilder = new StringBuilder();
24 | for (var i = 0; i < itemNames.Length; i++)
25 | {
26 | var itemName = itemNames[i];
27 | var itemAmount = itemCounts[i];
28 | stringBuilder.Append($"{itemName} * {itemAmount}\n");
29 | }
30 |
31 | text.text = stringBuilder.ToString();
32 |
33 | _transform.position = position;
34 | }
35 | }
36 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/System/SensorManage/SensorSystemBase.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Unity.Jobs;
3 |
4 | namespace Zephyr.GOAP.System.SensorManage
5 | {
6 | [UpdateInGroup(typeof(SensorSystemGroup))]
7 | public abstract class SensorSystemBase : JobComponentSystem
8 | {
9 | public EntityCommandBufferSystem EcbSystem;
10 |
11 | protected override void OnCreate()
12 | {
13 | base.OnCreate();
14 | EcbSystem = World.GetOrCreateSystem();
15 | }
16 |
17 | protected override JobHandle OnUpdate(JobHandle inputDeps)
18 | {
19 | var ecb = EcbSystem.CreateCommandBuffer().AsParallelWriter();
20 | var baseStateEntity = BaseStatesHelper.BaseStatesEntity;
21 |
22 | var handle = ScheduleSensorJob(inputDeps, ecb, baseStateEntity);
23 | EcbSystem.AddJobHandleForProducer(handle);
24 | return handle;
25 | }
26 |
27 | protected abstract JobHandle ScheduleSensorJob(JobHandle inputDeps,
28 | EntityCommandBuffer.ParallelWriter ecb, Entity baseStateEntity);
29 | }
30 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP.Tests/TestBase.cs:
--------------------------------------------------------------------------------
1 | using NUnit.Framework;
2 | using Unity.Entities;
3 | using Zephyr.GOAP.System;
4 |
5 | namespace Zephyr.GOAP.Tests
6 | {
7 | public class TestBase
8 | {
9 | protected static World World;
10 | protected EntityManager EntityManager;
11 | protected EntityManager.EntityManagerDebug ManagerDebug;
12 |
13 | [SetUp]
14 | public virtual void SetUp()
15 | {
16 | World = new World("Test World");
17 |
18 | EntityManager = World.EntityManager;
19 | ManagerDebug = new EntityManager.EntityManagerDebug(EntityManager);
20 |
21 | var baseStateHelper = World.GetOrCreateSystem();
22 | baseStateHelper.Update();
23 | baseStateHelper._removeECBufferSystem.Update();
24 | EntityManager.CompleteAllJobs();
25 | }
26 |
27 | [TearDown]
28 | public virtual void TearDown()
29 | {
30 | if (EntityManager != null)
31 | {
32 | World.Dispose();
33 | EntityManager = null;
34 | }
35 | }
36 | }
37 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP.Tests/TestActionExecuteBase.cs:
--------------------------------------------------------------------------------
1 | using NUnit.Framework;
2 | using Unity.Entities;
3 | using Unity.Transforms;
4 | using Zephyr.GOAP.Component;
5 | using Zephyr.GOAP.Component.ActionNodeState;
6 | using Zephyr.GOAP.Component.AgentState;
7 | using Zephyr.GOAP.System;
8 |
9 | namespace Zephyr.GOAP.Tests
10 | {
11 | public class TestActionExecuteBase : TestBase
12 | {
13 | protected Entity _agentEntity, _actionNodeEntity;
14 |
15 | [SetUp]
16 | public override void SetUp()
17 | {
18 | base.SetUp();
19 |
20 | _agentEntity = EntityManager.CreateEntity();
21 | _actionNodeEntity = EntityManager.CreateEntity();
22 |
23 | EntityManager.AddComponentData(_agentEntity, new Agent());
24 | EntityManager.AddComponentData(_agentEntity, new Translation());
25 | EntityManager.AddComponentData(_agentEntity, new ReadyToAct());
26 |
27 | EntityManager.AddComponentData(_actionNodeEntity, new ActionNodeActing());
28 | EntityManager.AddComponentData(_actionNodeEntity, new GoalRefForNode());
29 | }
30 | }
31 | }
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/Assets/Zephyr/GOAP/Sample/Game/System/AgentGoalMonitor/StaminaGoalMonitorSystem.cs:
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1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 | using Zephyr.GOAP.Sample.Game.Component;
4 | using Zephyr.GOAP.Sample.GoapImplement.Component.Trait;
5 | using Zephyr.GOAP.System.GoalManage;
6 |
7 | namespace Zephyr.GOAP.Sample.Game.System.AgentGoalMonitor
8 | {
9 | public class StaminaGoalMonitorSystem : AgentGoalMonitorSystemBase
10 | {
11 | private const float StaminaThreshold = 0.5f;
12 |
13 | protected override float GetTimeInterval()
14 | {
15 | return GOAP.Utils.GoalMonitorSystemInterval;
16 | }
17 |
18 | protected override void OnMonitorUpdate()
19 | {
20 | Entities.WithAll().ForEach(
21 | (Entity entity, ref Stamina stamina)=>
22 | {
23 | if (stamina.Value >= StaminaThreshold) return;
24 |
25 | AddGoal(entity, new State
26 | {
27 | Target = entity,
28 | Trait = TypeManager.GetTypeIndex(),
29 | }, Time.ElapsedTime);
30 | });
31 | }
32 | }
33 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP.Tests/TestAndLearn/TestRandom.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using NUnit.Framework;
3 | using UnityEngine;
4 | using Random = Unity.Mathematics.Random;
5 |
6 | namespace Zephyr.GOAP.Tests.TestAndLearn
7 | {
8 | public class TestRandom
9 | {
10 | private Random _random;
11 |
12 | [Test]
13 | public void DifferentRandomResults()
14 | {
15 | Debug.Log(DateTime.Now.Millisecond);
16 | _random = new Random((uint)DateTime.Now.Millisecond);
17 | for (var i = 0; i < 10; i++)
18 | {
19 | var result = _random.NextFloat2Direction();
20 | Debug.Log(result);
21 | }
22 | }
23 |
24 | ///
25 | /// 初始化random后的首个结果是基于seed值大小的顺序序列中的一个
26 | ///
27 | [Test]
28 | public void SortedSequenceAtFirst()
29 | {
30 | for (var i = 1; i < 100; i++)
31 | {
32 | Debug.Log(i);
33 | _random = new Random((uint)i);
34 | var result = _random.NextFloat2Direction();
35 | Debug.Log(result);
36 | }
37 | }
38 | }
39 | }
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/Assets/Zephyr/GOAP/Sample/Game/Authoring/TreeAuthoring.cs:
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1 | using Sirenix.OdinInspector;
2 | using Unity.Entities;
3 | using UnityEngine;
4 | using Zephyr.GOAP.Sample.GoapImplement;
5 | using Zephyr.GOAP.Sample.GoapImplement.Component.Trait;
6 |
7 | namespace Zephyr.GOAP.Sample.Game.Authoring
8 | {
9 | [RequiresEntityConversion]
10 | public class TreeAuthoring : MonoBehaviour, IConvertGameObjectToEntity
11 | {
12 | public string Name;
13 |
14 | [ValueDropdown("FruitNames")]
15 | public string FruitName;
16 |
17 | public byte Amount;
18 |
19 | private static string[] FruitNames = {
20 | ItemNames.Instance().RawAppleName.ToString(),
21 | ItemNames.Instance().RawPeachName.ToString()
22 | };
23 |
24 | public void Convert(Entity entity, EntityManager dstManager,
25 | GameObjectConversionSystem conversionSystem)
26 | {
27 | #if UNITY_EDITOR
28 | dstManager.SetName(entity, Name);
29 | #endif
30 | dstManager.AddComponentData(entity,
31 | new RawSourceTrait{RawName = FruitName, InitialAmount = Amount});
32 |
33 | //在RawSourceItemCreationSystem中生成物品与连接容器
34 | }
35 | }
36 | }
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/Assets/Zephyr/GOAP/Sample/Game/UI/FacilityProgress.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace Zephyr.GOAP.Sample.Game.UI
4 | {
5 | public class FacilityProgress : MonoBehaviour
6 | {
7 | public RectTransform backgroundTransform, barTransform;
8 |
9 | private Transform _transform;
10 |
11 | private float _fullWidth;
12 |
13 | private void OnEnable()
14 | {
15 | _transform = transform;
16 | _fullWidth = backgroundTransform.rect.width-2;
17 | }
18 |
19 | ///
20 | /// 范围0-1
21 | ///
22 | ///
23 | ///
24 | public void SetProgress(float progress, Vector3 position)
25 | {
26 | var rect = barTransform.rect;
27 | barTransform.sizeDelta = new Vector2(_fullWidth*progress, rect.height);
28 |
29 | _transform.position = position;
30 |
31 | if (progress <= 0.001 || progress >= 0.999)
32 | {
33 | gameObject.SetActive(false);
34 | }
35 | else
36 | {
37 | gameObject.SetActive(true);
38 | }
39 | }
40 | }
41 | }
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/Assets/Zephyr/GOAP/Sample/GoapImplement/ItemNames.cs:
--------------------------------------------------------------------------------
1 | using Unity.Collections;
2 |
3 | namespace Zephyr.GOAP.Sample.GoapImplement
4 | {
5 | public enum ItemName
6 | {
7 | RawPeach, RoastPeach, RawApple, RoastApple, Feast
8 | }
9 | public struct ItemNames
10 | {
11 | private static ItemNames _instance;
12 |
13 | public static ItemNames Instance()
14 | {
15 | if(_instance.RawPeachName.Equals(new FixedString32()))
16 | {
17 | Init();
18 | }
19 | return _instance;
20 | }
21 |
22 | public FixedString32 RawPeachName;
23 | public FixedString32 RoastPeachName;
24 | public FixedString32 RawAppleName;
25 | public FixedString32 RoastAppleName;
26 | public FixedString32 FeastName;
27 |
28 |
29 | public static void Init()
30 | {
31 | _instance = new ItemNames
32 | {
33 | RawPeachName = "raw_peach",
34 | RoastPeachName = "roast_peach",
35 | RawAppleName = "raw_apple",
36 | RoastAppleName = "roast_apple",
37 | FeastName = "feast",
38 |
39 | };
40 | }
41 | }
42 | }
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/Assets/Zephyr/GOAP/Sample/Game/System/AgentGoalMonitor/WanderGoalMonitorSystem.cs:
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1 | using Unity.Entities;
2 | using Zephyr.GOAP.Component;
3 | using Zephyr.GOAP.Sample.Game.Component;
4 | using Zephyr.GOAP.Sample.GoapImplement.Component.Action;
5 | using Zephyr.GOAP.Sample.GoapImplement.Component.Trait;
6 | using Zephyr.GOAP.System.GoalManage;
7 |
8 | namespace Zephyr.GOAP.Sample.Game.System.AgentGoalMonitor
9 | {
10 | public class WanderGoalMonitorSystem : AgentGoalMonitorSystemBase
11 | {
12 | private const float StaminaThreshold = 0.5f;
13 |
14 | protected override float GetTimeInterval()
15 | {
16 | return GOAP.Utils.GoalMonitorSystemInterval;
17 | }
18 |
19 | protected override void OnMonitorUpdate()
20 | {
21 | Entities.WithAll().ForEach(
22 | (Entity entity, ref Stamina stamina)=>
23 | {
24 | if (stamina.Value < StaminaThreshold) return;
25 |
26 | AddGoal(entity, new State
27 | {
28 | Target = entity,
29 | Trait = TypeManager.GetTypeIndex(),
30 | }, Time.ElapsedTime);
31 | });
32 | }
33 | }
34 | }
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/Assets/Zephyr/GOAP/Sample/Game/System/FacilityProgressToUISystem.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Unity.Mathematics;
3 | using Unity.Transforms;
4 | using Zephyr.GOAP.Sample.Game.Component.Order;
5 | using Zephyr.GOAP.Sample.Game.Component.Order.OrderState;
6 | using Zephyr.GOAP.Sample.Game.UI;
7 |
8 | namespace Zephyr.GOAP.Sample.Game.System
9 | {
10 | ///
11 | /// 把设施的生产进度发送到UI
12 | ///
13 | public class FacilityProgressToUISystem : SystemBase
14 | {
15 | protected override void OnUpdate()
16 | {
17 | var time = Time.ElapsedTime;
18 | Entities
19 | .WithoutBurst()
20 | .ForEach((in Order order, in OrderExecuteTime orderExecuteTime) =>
21 | {
22 | var facilityEntity = order.FacilityEntity;
23 | var translations = GetComponentDataFromEntity(true);
24 | var position = translations[facilityEntity].Value + new float3(0, -2, 0);
25 | var progress = (time - orderExecuteTime.StartTime) / orderExecuteTime.ExecutePeriod;
26 | FacilityProgressManager.Instance.UpdateFacilityProgress(facilityEntity, (float)progress, position);
27 | }).Run();
28 | }
29 | }
30 | }
--------------------------------------------------------------------------------
/Assets/Zephyr/GOAP/Sample/Game/System/OrderSystem/OrderDependencyCleanSystem.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Unity.Jobs;
3 | using Zephyr.GOAP.Sample.Game.Component.Order;
4 | using Zephyr.GOAP.Sample.Game.Component.Order.OrderState;
5 |
6 | namespace Zephyr.GOAP.Sample.Game.System.OrderSystem
7 | {
8 | [UpdateInGroup(typeof(LateSimulationSystemGroup))]
9 | public class OrderDependencyCleanSystem : SystemBase
10 | {
11 | public EntityCommandBufferSystem EcbSystem;
12 |
13 | protected override void OnCreate()
14 | {
15 | base.OnCreate();
16 | EcbSystem = World.GetOrCreateSystem();
17 | }
18 |
19 | protected override void OnUpdate()
20 | {
21 | var ecb = EcbSystem.CreateCommandBuffer();
22 | Entities
23 | .WithoutBurst()
24 | .WithAll() //只在ReadyToNavigate状态下检查
25 | .WithAll()
26 | .ForEach((Entity entity, in DependentOrder dependentOrder) =>
27 | {
28 | if (EntityManager.Exists(dependentOrder.dependentOrderEntity)) return;
29 | ecb.RemoveComponent(entity);
30 | }).Run();
31 | }
32 | }
33 | }
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/Assets/Zephyr/GOAP/Sample/GoapImplement/System/SensorSystem/DiningTableSensorSystem.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Unity.Jobs;
3 | using Unity.Transforms;
4 | using Zephyr.GOAP.Component;
5 | using Zephyr.GOAP.Sample.GoapImplement.Component.Trait;
6 | using Zephyr.GOAP.System.SensorManage;
7 |
8 | namespace Zephyr.GOAP.Sample.GoapImplement.System.SensorSystem
9 | {
10 | ///
11 | /// 检测世界里的DiningTable,写入其存在
12 | ///
13 | public class DiningTableSensorSystem : SensorSystemBase
14 | {
15 | protected override JobHandle ScheduleSensorJob(JobHandle inputDeps, EntityCommandBuffer.ParallelWriter ecb, Entity baseStateEntity)
16 | {
17 | return Entities.WithAll()
18 | .ForEach((Entity diningTableEntity, int entityInQueryIndex,
19 | in Translation translation) =>
20 | {
21 | //写入diningTable
22 | ecb.AppendToBuffer(entityInQueryIndex, baseStateEntity, new State
23 | {
24 | Target = diningTableEntity,
25 | Position = translation.Value,
26 | Trait = TypeManager.GetTypeIndex(),
27 | });
28 | }).Schedule(inputDeps);
29 | }
30 | }
31 | }
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/Assets/Zephyr/GOAP/Editor/UXML/states.uxml:
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/Packages/zephyr.goap/Editor/UXML/states.uxml:
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/Packages/zephyr.goap/Zephyr.GOAP/Component/IAction.cs:
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1 | using Unity.Collections;
2 | using Unity.Entities;
3 | using Zephyr.GOAP.Struct;
4 |
5 | namespace Zephyr.GOAP.Component
6 | {
7 | public interface IAction
8 | {
9 | bool CheckTargetRequire(State targetRequire, Entity agentEntity, [ReadOnly]StackData stackData, [ReadOnly]StateGroup currentStates);
10 |
11 | StateGroup GetSettings(State targetRequire, Entity agentEntity, [ReadOnly]StackData stackData, [ReadOnly]StateGroup currentStates, Allocator allocator);
12 |
13 | void GetPreconditions([ReadOnly] State targetRequire, Entity agentEntity, State setting,
14 | [ReadOnly] StackData stackData, [ReadOnly]StateGroup currentStates, StateGroup preconditions);
15 |
16 | void GetEffects([ReadOnly] State targetRequire, State setting,
17 | [ReadOnly] StackData stackData, StateGroup effects);
18 |
19 | float GetReward([ReadOnly] State targetRequire, State setting,
20 | [ReadOnly] StackData stackData);
21 |
22 | float GetExecuteTime([ReadOnly] State setting);
23 |
24 | void GetNavigatingSubjectInfo(State targetRequire, State setting,
25 | [ReadOnly] StackData stackData, StateGroup preconditions,
26 | out NodeNavigatingSubjectType subjectType, out byte subjectId);
27 | }
28 | }
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/ProjectSettings/DynamicsManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!55 &1
4 | PhysicsManager:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 11
7 | m_Gravity: {x: 0, y: -9.81, z: 0}
8 | m_DefaultMaterial: {fileID: 0}
9 | m_BounceThreshold: 2
10 | m_SleepThreshold: 0.005
11 | m_DefaultContactOffset: 0.01
12 | m_DefaultSolverIterations: 6
13 | m_DefaultSolverVelocityIterations: 1
14 | m_QueriesHitBackfaces: 0
15 | m_QueriesHitTriggers: 1
16 | m_EnableAdaptiveForce: 0
17 | m_ClothInterCollisionDistance: 0
18 | m_ClothInterCollisionStiffness: 0
19 | m_ContactsGeneration: 1
20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
21 | m_AutoSimulation: 1
22 | m_AutoSyncTransforms: 0
23 | m_ReuseCollisionCallbacks: 1
24 | m_ClothInterCollisionSettingsToggle: 0
25 | m_ContactPairsMode: 0
26 | m_BroadphaseType: 0
27 | m_WorldBounds:
28 | m_Center: {x: 0, y: 0, z: 0}
29 | m_Extent: {x: 250, y: 250, z: 250}
30 | m_WorldSubdivisions: 8
31 | m_FrictionType: 0
32 | m_EnableEnhancedDeterminism: 0
33 | m_EnableUnifiedHeightmaps: 1
34 | m_DefaultMaxAngluarSpeed: 7
35 |
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Logger/EntityLog.cs:
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1 | using System;
2 | using Unity.Entities;
3 |
4 | namespace Zephyr.GOAP.Logger
5 | {
6 | [Serializable]
7 | public class EntityLog : IComparable
8 | {
9 | public int index;
10 | public int version;
11 | public string name;
12 |
13 | public EntityLog(EntityManager entityManager, Entity entity)
14 | {
15 | index = entity.Index;
16 | version = entity.Version;
17 | #if UNITY_EDITOR
18 | name = entityManager.GetName(entity);
19 | #endif
20 | }
21 |
22 | public bool IsDefault()
23 | {
24 | return index == 0 && version == 0;
25 | }
26 |
27 | public int CompareTo(EntityLog other)
28 | {
29 | return index.CompareTo(other.index);
30 | }
31 |
32 | public override string ToString()
33 | {
34 | if (!string.IsNullOrEmpty(name)) return name;
35 | return $"{index},{version}";
36 | }
37 |
38 | public bool Equals(EntityLog entityLog)
39 | {
40 | return index == entityLog.index && version == entityLog.version;
41 | }
42 |
43 | public bool Equals(Entity entity)
44 | {
45 | return index == entity.Index && version == entity.Version;
46 | }
47 | }
48 | }
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/Assets/Zephyr/GOAP/Sample/Game/System/OrderSystem/OrderCleanSystem.cs:
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1 | using Unity.Entities;
2 | using Unity.Jobs;
3 | using Zephyr.GOAP.Sample.Game.Component.Order;
4 | using Zephyr.GOAP.Sample.Game.Component.Order.OrderState;
5 |
6 | namespace Zephyr.GOAP.Sample.Game.System.OrderSystem
7 | {
8 | [UpdateInGroup(typeof(LateSimulationSystemGroup))]
9 | public class OrderCleanSystem : JobComponentSystem
10 | {
11 | public EntityCommandBufferSystem EcbSystem;
12 |
13 | protected override void OnCreate()
14 | {
15 | base.OnCreate();
16 | EcbSystem = World.GetOrCreateSystem();
17 | }
18 |
19 | protected override JobHandle OnUpdate(JobHandle inputDeps)
20 | {
21 | var ecb = EcbSystem.CreateCommandBuffer().AsParallelWriter();
22 | var handle = Entities.WithName("OrderCleanJob")
23 | .WithAll() //只在ReadyToNavigate状态下检查
24 | .ForEach((Entity entity, int entityInQueryIndex, in Order order) =>
25 | {
26 | if (order.Amount > 0) return;
27 | ecb.DestroyEntity(entityInQueryIndex, entity);
28 | }).Schedule(inputDeps);
29 | EcbSystem.AddJobHandleForProducer(handle);
30 | return handle;
31 | }
32 | }
33 | }
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/Assets/Zephyr/GOAP/Sample/GoapImplement/System/SensorSystem/CookerSensorSystem.cs:
--------------------------------------------------------------------------------
1 | using Unity.Entities;
2 | using Unity.Jobs;
3 | using Unity.Transforms;
4 | using Zephyr.GOAP.Component;
5 | using Zephyr.GOAP.Sample.Game.Component;
6 | using Zephyr.GOAP.Sample.GoapImplement.Component.Trait;
7 | using Zephyr.GOAP.System.SensorManage;
8 |
9 | namespace Zephyr.GOAP.Sample.GoapImplement.System.SensorSystem
10 | {
11 | ///
12 | /// 检测世界里的Cooker,写入其存在
13 | ///
14 | public class CookerSensorSystem : SensorSystemBase
15 | {
16 | protected override JobHandle ScheduleSensorJob(JobHandle inputDeps, EntityCommandBuffer.ParallelWriter ecb, Entity baseStateEntity)
17 | {
18 | return Entities.WithAll()
19 | .ForEach((Entity cookerEntity, int entityInQueryIndex,
20 | DynamicBuffer recipes, in Translation translation) =>
21 | {
22 | //写入cooker
23 | ecb.AppendToBuffer(entityInQueryIndex, baseStateEntity, new State
24 | {
25 | Target = cookerEntity,
26 | Position = translation.Value,
27 | Trait = TypeManager.GetTypeIndex(),
28 | });
29 | }).Schedule(inputDeps);
30 | }
31 | }
32 | }
--------------------------------------------------------------------------------
/Assets/BuildConfiguration.buildconfiguration:
--------------------------------------------------------------------------------
1 | {
2 | "Dependencies": [],
3 | "Components": [
4 | {
5 | "$type": "Unity.Build.Common.SceneList, Unity.Build",
6 | "$version": 1,
7 | "BuildCurrentScene": false,
8 | "SceneInfos": [
9 | {
10 | "Scene": "GlobalObjectId_V1-1-de4b94903e30d5043a6b8ca24da53c1a-102900000-0",
11 | "AutoLoad": true
12 | },
13 | {
14 | "Scene": "GlobalObjectId_V1-1-6809f87625da33340baddf8353eff55c-102900000-0",
15 | "AutoLoad": true
16 | }
17 | ]
18 | },
19 | {
20 | "$type": "Unity.Build.Common.GeneralSettings, Unity.Build",
21 | "ProductName": "Zephyr GOAP",
22 | "CompanyName": "Lab 42"
23 | },
24 | {
25 | "$type": "Unity.Build.Classic.ClassicScriptingSettings, Unity.Build.Classic",
26 | "ScriptingBackend": 1,
27 | "Il2CppCompilerConfiguration": 0,
28 | "UseIncrementalGC": true
29 | },
30 | {
31 | "$type": "Unity.Build.Classic.ClassicBuildProfile, Unity.Build.Classic",
32 | "$version": 1,
33 | "Platform": "Windows",
34 | "Configuration": 2,
35 | "Incremental": false
36 | }
37 | ]
38 | }
--------------------------------------------------------------------------------
/Packages/zephyr.goap/Zephyr.GOAP/Struct/StackData.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using Unity.Collections;
3 | using Unity.Entities;
4 | using Unity.Mathematics;
5 | using Unity.Transforms;
6 |
7 | namespace Zephyr.GOAP.Struct
8 | {
9 | public struct StackData : IDisposable
10 | {
11 | public NativeList AgentEntities;
12 | public NativeArray AgentPositions;
13 | public StateGroup BaseStates;
14 | public NativeHashMap ItemNames;
15 |
16 | public StackData(NativeList agentEntities, NativeArray agentTranslations, StateGroup baseStates)
17 | {
18 | AgentEntities = agentEntities;
19 | AgentPositions = new NativeArray(agentTranslations.Length, Allocator.TempJob);
20 | for (var i = 0; i < agentTranslations.Length; i++)
21 | {
22 | AgentPositions[i] = agentTranslations[i].Value;
23 | }
24 | BaseStates = baseStates;
25 | ItemNames = default;
26 | }
27 |
28 | public float3 GetAgentPosition(Entity agentEntity)
29 | {
30 | var id = AgentEntities.IndexOf(agentEntity);
31 | return AgentPositions[id];
32 | }
33 |
34 | public void Dispose()
35 | {
36 | AgentPositions.Dispose();
37 | BaseStates.Dispose();
38 | }
39 | }
40 | }
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/Assets/Zephyr/GOAP/Sample/Game/Authoring/CampfireAuthoring.cs:
--------------------------------------------------------------------------------
1 | using Sirenix.OdinInspector;
2 | using Unity.Entities;
3 | using UnityEngine;
4 | using Zephyr.GOAP.Sample.Game.Component;
5 | using Zephyr.GOAP.Sample.GoapImplement;
6 | using Zephyr.GOAP.Sample.GoapImplement.Component.Trait;
7 |
8 | namespace Zephyr.GOAP.Sample.Game.Authoring
9 | {
10 | [RequiresEntityConversion]
11 | [ConverterVersion("Zephyr", 1)]
12 | public class CampfireAuthoring : MonoBehaviour, IConvertGameObjectToEntity
13 | {
14 | public string Name;
15 | [ValueDropdown("OutputNames")]
16 | public string[] Outputs;
17 |
18 | private static string[] OutputNames = { "roast_apple", ItemNames.Instance().RoastPeachName.ToString() };
19 |
20 | public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem)
21 | {
22 | #if UNITY_EDITOR
23 | dstManager.SetName(entity, Name);
24 | #endif
25 | dstManager.AddComponentData(entity, new CookerTrait());
26 | var buffer = dstManager.AddBuffer(entity);
27 | foreach (var output in Outputs)
28 | {
29 | buffer.Add(new ContainedOutput {ItemOutput = output});
30 | }
31 | dstManager.AddComponentData(entity, new ItemContainer{IsTransferSource = true});
32 | dstManager.AddBuffer(entity);
33 | }
34 | }
35 | }
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/Assets/Zephyr/GOAP/Editor/UXML/timeline_node.uxml:
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
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/Packages/zephyr.goap/Editor/UXML/timeline_node.uxml:
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
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/Packages/zephyr.goap/Zephyr.GOAP/System/BaseStatesHelper.cs:
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1 | using Unity.Collections;
2 | using Unity.Entities;
3 | using Zephyr.GOAP.Component;
4 | using Zephyr.GOAP.Struct;
5 | using Zephyr.GOAP.System.SensorManage;
6 |
7 | namespace Zephyr.GOAP.System
8 | {
9 | ///
10 | /// 在Sensor运行前进行创建BaseStates的工作
11 | /// 并且提供引用给其他System使用
12 | /// 在一帧的Simulation结束时回收
13 | ///
14 | [UpdateInGroup(typeof(InitializationSystemGroup))]
15 | [UpdateBefore(typeof(SensorSystemGroup))]
16 | public class BaseStatesHelper : ComponentSystem
17 | {
18 | public static Entity BaseStatesEntity;
19 |
20 | public EntityCommandBufferSystem _removeECBufferSystem;
21 |
22 | protected override void OnCreate()
23 | {
24 | _removeECBufferSystem = World.GetOrCreateSystem();
25 | BaseStatesEntity = EntityManager.CreateEntity(typeof(BaseStates), typeof(State));
26 | }
27 |
28 | protected override void OnUpdate()
29 | {
30 | var buffer = _removeECBufferSystem.CreateCommandBuffer()
31 | .SetBuffer(BaseStatesEntity);
32 | buffer.Clear();
33 | }
34 |
35 | public static StateGroup GetBaseStates(EntityManager entityManager, Allocator allocator)
36 | {
37 | var buffer = entityManager.GetBuffer(BaseStatesEntity);
38 | var states = new StateGroup(buffer, allocator);
39 | return states;
40 | }
41 | }
42 | }
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/Assets/Zephyr/GOAP/Sample/Game/UI/FacilityProgressManager.cs:
--------------------------------------------------------------------------------
1 | using System.Collections.Generic;
2 | using Unity.Entities;
3 | using Unity.Mathematics;
4 | using Unity.Transforms;
5 | using UnityEngine;
6 |
7 | namespace Zephyr.GOAP.Sample.Game.UI
8 | {
9 | public class FacilityProgressManager : MonoBehaviour
10 | {
11 | private static FacilityProgressManager _instance;
12 |
13 | public static FacilityProgressManager Instance => _instance;
14 |
15 | public GameObject FacilityProgressGameObject;
16 |
17 | private Dictionary _facilities;
18 |
19 | private void Awake()
20 | {
21 | _instance = this;
22 | _facilities = new Dictionary();
23 | }
24 |
25 | public void UpdateFacilityProgress(Entity facilityEntity, float progress, float3 position)
26 | {
27 | var info =
28 | !_facilities.ContainsKey(facilityEntity) ? AddFacilityProgress(facilityEntity) : _facilities[facilityEntity];
29 | info.SetProgress(progress, position);
30 | }
31 |
32 | private FacilityProgress AddFacilityProgress(Entity agentEntity)
33 | {
34 | var go = Instantiate(FacilityProgressGameObject, transform);
35 | go.SetActive(true);
36 | var facilityProgress = go.GetComponent();
37 | _facilities.Add(agentEntity, facilityProgress);
38 | return facilityProgress;
39 | }
40 | }
41 | }
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/Packages/zephyr.goap/Zephyr.GOAP/System/FailedPlanLogCleanSystem.cs:
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1 | using Unity.Entities;
2 | using Unity.Jobs;
3 | using Zephyr.GOAP.Component.GoalManage;
4 |
5 | namespace Zephyr.GOAP.System
6 | {
7 | [UpdateInGroup(typeof(LateSimulationSystemGroup))]
8 | public class FailedPlanLogCleanSystem : JobComponentSystem
9 | {
10 | public float CoolDownTime = 5;
11 | public float UpdateIntervalTime = 1;
12 |
13 | private float _lastUpdateTime;
14 |
15 | private struct CleanJob : IJobForEach_B
16 | {
17 | public float CoolDownTime, CurrentTime;
18 |
19 | public void Execute(DynamicBuffer buffer)
20 | {
21 | for (var i = buffer.Length - 1; i >= 0; i--)
22 | {
23 | var log = buffer[i];
24 | if (!(CurrentTime - log.Time >= CoolDownTime)) continue;
25 | buffer.RemoveAt(i);
26 | }
27 | }
28 | }
29 |
30 | protected override JobHandle OnUpdate(JobHandle inputDeps)
31 | {
32 | var currentTime = (float)Time.ElapsedTime;
33 | if (currentTime - _lastUpdateTime < UpdateIntervalTime) return inputDeps;
34 |
35 | _lastUpdateTime = currentTime;
36 |
37 | var job = new CleanJob
38 | {
39 | CoolDownTime = CoolDownTime,
40 | CurrentTime = currentTime
41 | };
42 | return job.Schedule(this, inputDeps);
43 | }
44 | }
45 | }
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/Assets/Zephyr/GOAP/Sample/Tests/Game/TestStaminaConsumeSystem.cs:
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1 | using NUnit.Framework;
2 | using Unity.Core;
3 | using Unity.Entities;
4 | using Zephyr.GOAP.Sample.Game.Component;
5 | using Zephyr.GOAP.Sample.Game.System;
6 | using Zephyr.GOAP.Tests;
7 |
8 | namespace Zephyr.GOAP.Sample.Tests.Game
9 | {
10 | public class TestStaminaConsumeSystem : TestBase
11 | {
12 | private StaminaConsumeSystem _system;
13 | private Entity _entity;
14 |
15 | public override void SetUp()
16 | {
17 | base.SetUp();
18 | _system = World.GetOrCreateSystem();
19 | _entity = EntityManager.CreateEntity();
20 |
21 | World.SetTime(new TimeData(1, 1));
22 |
23 | EntityManager.AddComponentData(_entity, new Stamina{Value = 1, ChangeSpeed = -0.1f});
24 | }
25 |
26 | [Test]
27 | public void ChangeOnUpdate()
28 | {
29 | _system.Update();
30 | EntityManager.CompleteAllJobs();
31 |
32 | Assert.AreEqual(0.9f, EntityManager.GetComponentData(_entity).Value);
33 | }
34 |
35 | [Test]
36 | public void DontDropBelowZero()
37 | {
38 | EntityManager.SetComponentData(_entity, new Stamina{Value = 0.05f, ChangeSpeed = -0.1f});
39 |
40 | _system.Update();
41 | EntityManager.CompleteAllJobs();
42 |
43 | Assert.AreEqual(0f, EntityManager.GetComponentData(_entity).Value);
44 | }
45 | }
46 | }
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/Assets/Zephyr/GOAP/Sample/Game/System/ItemContainerToUISystem.cs:
--------------------------------------------------------------------------------
1 | using Unity.Collections;
2 | using Unity.Entities;
3 | using Unity.Mathematics;
4 | using Unity.Transforms;
5 | using Zephyr.GOAP.Sample.Game.Component;
6 | using Zephyr.GOAP.Sample.Game.UI;
7 |
8 | namespace Zephyr.GOAP.Sample.Game.System
9 | {
10 | ///
11 | /// 把设施的生产进度发送到UI
12 | ///
13 | public class ItemContainerToUISystem : SystemBase
14 | {
15 | protected override void OnUpdate()
16 | {
17 | var counts = GetComponentDataFromEntity(true);
18 | Entities
19 | .WithoutBurst()
20 | .WithReadOnly(counts)
21 | .ForEach((Entity containerEntity, in DynamicBuffer containedItemRefs,
22 | in Translation translation) =>
23 | {
24 | var itemNames = new NativeList(Allocator.Temp);
25 | var itemCounts = new NativeList(Allocator.Temp);
26 |
27 | for (var itemId = 0; itemId < containedItemRefs.Length; itemId++)
28 | {
29 | var itemCount = counts[containedItemRefs[itemId].ItemEntity];
30 | itemNames.Add(containedItemRefs[itemId].ItemName);
31 | itemCounts.Add(itemCount.Value);
32 | }
33 |
34 | var position = translation.Value + new float3(0, -5, 0);
35 |
36 | ItemContainerManager.Instance.UpdateItemContainer(containerEntity, itemNames, itemCounts, position);
37 | }).Run();
38 | }
39 | }
40 | }
--------------------------------------------------------------------------------